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#1 14/07/08 5:11am
- crimsonhotsun
- Hardcore Member
- Registered: 30/03/08
- Posts: 96
[alpha] The Chronicles of Link: The Dark Sorcerer
I have recently been working on a kind of Legend of Zelda engine. The engine has come quite a ways since I started, and I thought now was a time, better than ever, to post my status on it. It is already capable of the following:
1)Loading external map files
2)Changing screens LoZ style
3)Creating NPC's and chests
4)Running at capable speeds on the PSP
Which means that I still need to put in enemies, bombs (basic projectiles), and a few other things before it is passable as an LoZ engine. The results are looking good so far though, and my work is coming along nicely.
I was surprised with what the psp would put up with, concerning memory. I use a total of 38 (which will definitely increase) 16x16 tiles and several more bitmaps. I had to have at least 16 different sprites for link so far, and that will not include the other colors of his armor, or any other animations I may put in, such as swimming. I also used several more bitmaps, as most of the screen is constructed of bitmaps and vector boxes.
I was also surprised at the flexibility I could code in and still have a moderately fast engine. So far, the engine averages 17fps on my psp, which will drop when I add enemies, but it still seems to be decent for what it is.
My current plans on the project also include the inventory system, and a system for viewing maps. Dungeons and caves will be separate .swf files to save space as far as tiles go and also to build in puzzles directly to the swf's, mostly because I'm too lazy to code the ability for such into the engine.
The Chronicles of Link (only a test)
linkchron_a01.zip - 0.04MB -DL zip file (ready for psp)
Instructions:
On the right side of the screen you will see big square things that say "SWORD", "ITEM", and "ACTION". If the box has something in it (if you stand in front of a chest, the box labeled "ACTION" will display a guy opening a chest), you can click the box to perform that specified action.
You can only talk to NPC's from the sides or to their faces, and chests can only be opened from the front. To read down a "talk" box, press the down key.
Please note that when changing screens, the site can take awhile to load a new map, so please be patient. If it takes over 2 minutes, the site may be down.
Last edited by crimsonhotsun (15/07/08 6:13am)
[img]http://img101.imageshack.us/img101/9094/20707804nc6.png[/img]
My humble forums: [url=http://hologram.zxq.net/forums/]VirtualWorldForums[/url]
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#2 14/07/08 5:31am
- tenjimaru
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- From: SD-CA
- Registered: 30/03/08
- Posts: 679
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
awsome!!
i love how you arranged the GUI
i'm looking forward to the full version
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#3 14/07/08 6:29am
- Alpha009
- Edge
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- Registered: 03/02/08
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Re: [alpha] The Chronicles of Link: The Dark Sorcerer
OOH MY GED, TIS GUM LOOKS GUD! CANT WAIT FO FULL VERSION!
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#4 14/07/08 6:30am
- yotonah
- Moderator
- From: nottingham
- Registered: 12/02/08
- Posts: 410
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
thats really cool! but would it work on a psp?
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#5 14/07/08 7:48am
- lilmb
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- From: Latvia
- Registered: 22/06/08
- Posts: 305
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
GREAT!!! WE WILL HAVE ZELDA!!! I guess it should work on psp.
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#6 14/07/08 7:52am
- tenjimaru
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- From: SD-CA
- Registered: 30/03/08
- Posts: 679
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
it does work on the psp, kind of slow when walking to a new area of the map. but works fine =]
[i] Tenebra Crystallis.. Released!
Portable Fishing 2012 Released!
Find Them In The 'Flash Games' Section of The Forums[/i]
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#7 14/07/08 8:00am
- lilmb
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- From: Latvia
- Registered: 22/06/08
- Posts: 305
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
And Crimson, when I smash cabbages (or whatever it is) bolts and all that stuff is flying out of map, in trees and I can't pick them up. Maybe you can do something there.
I laughed at this text when i opened chest: Wow! An empty chest! Congratulations!
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#8 14/07/08 3:12pm
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Link (no pun intended) is broken.
[img]http://img134.imageshack.us/img134/9129/headerxt2.png[/img]
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#9 14/07/08 3:20pm
- mental_atom
- Regular Member
- Registered: 11/06/08
- Posts: 64
- Website
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
hmm i think it will be good the only thign is the loading times, tehyre really annoying. But it shouldbe good. Ill be watching this thread from now on
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#10 14/07/08 3:51pm
- yotonah
- Moderator
- From: nottingham
- Registered: 12/02/08
- Posts: 410
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Zuriki wrote:
Link (no pun intended) is broken.
agreed. i just went to try on my psp.
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#11 14/07/08 4:57pm
- Alpha009
- Edge
- From: new york
- Registered: 03/02/08
- Posts: 1117
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
congradulations! you have won_the best lookin flash demo for the psp!
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#12 15/07/08 2:16am
- crimsonhotsun
- Hardcore Member
- Registered: 30/03/08
- Posts: 96
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Could someone suggest to me a site where I can host my piles of files and have reliable up times? As I said, this site may be down sometimes, the host is not so reliable. Thanks for all the replies, it is quite nice to know there are people supporting this.
Loading times are only as high as they are because it is hosted on this site, were I to hand out a .zip you could all try out on your psps (which I can easily make up), the loading would be a breeze because it would all be local.
@lilmb: The item problem is noted and I'll make sure that items do not leave the map, however the extra code needed to cause wall collisions would slow it down too much, so that's as far as I'm going.
@mental_atom: As I said, in the zip the loading times will be much much faster because it's local and on the psp.
Thanks for all the replies again, I'll work on getting a zip ready.
Edit:
Posted a zip, with a few minor changes: now processes fewer item entities and items cannot leave the screen. Also added npcs in map file to prevent the user from leaving one side of the map.
linkchron_a01.zip - 0.04MB
Last edited by crimsonhotsun (15/07/08 6:11am)
[img]http://img101.imageshack.us/img101/9094/20707804nc6.png[/img]
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#13 18/07/08 12:10am
- 69corvette
- That one guy.
- From: Not Palmdale, CA
- Registered: 01/02/08
- Posts: 281
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Damn, I wrote a long paragraph, then I accidentaly close the browser. I'll write it again later lol.
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#14 18/07/08 12:34pm
- lilmb
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- From: Latvia
- Registered: 22/06/08
- Posts: 305
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
One more thing -
When you get to scene where are two NPC's, the closest NPC says that you were talking to paralysed NPC, even when you haven't talked to paralaysed NPC.
Hope you understand me!
And the thing with collision is solved. Only, sometimes items leave map, but you can touch them with sword.
Nice work!
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#15 18/07/08 4:29pm
- crimsonhotsun
- Hardcore Member
- Registered: 30/03/08
- Posts: 96
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Thanks lilmb, yes I know that it says you talked to that npc when you did not. I'm much too lazy to program that kind of checking into it yet (or perhaps I have too much on my hands) although I do already have a way to make npc's change speech and things mid-game without altering the map files.
P.S. woohoo, corvette's back.
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#16 18/07/08 5:52pm
- 69corvette
- That one guy.
- From: Not Palmdale, CA
- Registered: 01/02/08
- Posts: 281
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Okay, let's see...
Oh yeah now I remember.
This is just a suggestion,
Rather than the use of buttons (attack,use item,open chest, etc) on the side panels, I think it would be simpler to just tap X for all the actions when appropriate. For example when facing a chest, tapping X will open it. When not facing something it probably should default to attack. Granted you will still need the side menu to change items (sword -> bow) or (potion -> etc). It seems you already have the triggers to set what action(s) are available, so it shouldn't be to difficult to do (at least in my opinion).
Looks good so far.
Don't screw it up .
Good Luck.
p.s. I can help with any coding problems during the next week or two.
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#17 18/07/08 8:52pm
- crimsonhotsun
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- Registered: 30/03/08
- Posts: 96
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Sounds like a good idea, but I want to keep the item button there so the player doesn't have to keep pressing inventory to change back to sword. I'll put the action and sword buttons switchable so they function appropriately. Thanks for the help and the tip.
[img]http://img101.imageshack.us/img101/9094/20707804nc6.png[/img]
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#18 28/07/08 11:57pm
- crimsonhotsun
- Hardcore Member
- Registered: 30/03/08
- Posts: 96
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
~ Update ~
Biiiiiiiiiiiiiiiig update, (for me anyway), put about 20 more tiles in and a huge mess of bitmaps in, changed lots of things around, including the very first enemy: the goblin. It's pretty scrawny, it only walks in straight lines, and can shoot stuff at link, but it's the proof of theory for new enemies I'll be putting in. Link now has an inventory and an options menu, and I changed the buttons around to fit corvette's good idea. Link can also die, (hurrayy!!!) but the menu won't take you very far, as saving and quitting are not implemented functions.
In the options menu, you'll also notice a music option and an sfx option (debatable) which don't work. I need to make sure that the psp can load, on top of my huge list of bitmaps, music to play. If it can, it will likely play only one track per swf, probably not a big one at that. It's also slow when fighting enemies, something which may not be changable, but I'll figure something out to give it tiny speed boosts.
Yes, I added an item also, a very popular item as far as the zelda series goes. It's fully functional, and, like the enemy, serves as a proof of theory for more items I'll be putting in. Had to fix the maps to accommodate my new tiles.
Really, I just brought this update to show that I'm serious about completing this and still working on it. It's become something of an obsession actually . Open to comments, critiques, insults and observations of any kind. Enjoy.
~ Zip Download ~
Note: Run the index.html on your psp
linkchron_a02.zip - 0.07MB
[img]http://img101.imageshack.us/img101/9094/20707804nc6.png[/img]
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#19 29/07/08 4:11pm
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Wow, I was messing about with your map files trying to figure out how the tiles worked and in doing to I set all of the tiles in map one to 0.
It was a very interesting effect
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#20 29/07/08 7:02pm
- yotonah
- Moderator
- From: nottingham
- Registered: 12/02/08
- Posts: 410
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
this is going very well. keep up the good work!
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#21 30/07/08 3:32am
- nothing
- Moderator
- Registered: 21/03/08
- Posts: 389
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
WOW! This is really good! Maybe you can make the menus around the game smaller? Much thinner, like the settings button. But other than that, AMAZING! This is great, and please make a fla for us, to make our own LoZ:Chronicals mods. Or at least a map editor!
[url=http://pspflashgaming.com/forum/viewtopic.php?id=1078]BioShock[/url] PSP|fPS-Factor Released|[url=http://www.p22server.hostwq.net/index.html]p22 Center[/url]
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#22 30/07/08 4:13am
- crimsonhotsun
- Hardcore Member
- Registered: 30/03/08
- Posts: 96
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Map editor will be a definite, but I'm a bit far from that right now. Still gotta put probably 3 more enemies into it, finish up the other 14 items, and work on the saving and loading system, all of which are breaking my back and frying my brain. Speaking of items, I have this cool idea: whoever comes up with the best idea (and one I haven't taken from the other LoZ's) I'll probably pick for the 16th item and that persons name goes on the credits, however he/she wants it done.
@Zuriki: The maps are actually really simple but I gotta hear how you did that
@nothing: due to brain petrification, I'm having trouble understanding simple things right now. If you could elaborate, I'll see what I can do
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#23 30/07/08 4:21am
- nothing
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- Registered: 21/03/08
- Posts: 389
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Lol, just make the side menu's skinnier,and bottom menus less tall...=] More like the original.
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#24 30/07/08 11:50am
Re: [alpha] The Chronicles of Link: The Dark Sorcerer
Replace everything in the first text file with:
Code:
mapstr=0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
And it makes everything weird then copys the map from the next file (when you switch map).
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#25 01/08/08 11:02pm
- nothing
- Moderator
- Registered: 21/03/08
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Re: [alpha] The Chronicles of Link: The Dark Sorcerer
so, anymore updates?
[url=http://pspflashgaming.com/forum/viewtopic.php?id=1078]BioShock[/url] PSP|fPS-Factor Released|[url=http://www.p22server.hostwq.net/index.html]p22 Center[/url]
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