STUFF TO ADD TO VERGE IN ANTICIPATION OF DESIGNING A ZELDA CLONE
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mcgrue

STUFF TO ADD TO VERGE IN ANTICIPATION OF DESIGNING A ZELDA CLONE

List compiled by Gayo, age 6
  • Entity collision handler function (maybe one for wall collision too?)
  • Entity onpush event
  • Wall onpush event
  • The ability to have multiple obs layers and entity layers, such that entities are only obstructed by entities and obses on their layer (ideally, would draw higher layer entities over lower layer ones, too). But how to do so as not to break backcompat or map format?
  • Callfuncs in movestrings. I recommend we use the sully syntax, where [function] is ignored if the function doesn't exist, and exits with an error if it doesn't exist.
  • As long as we're editing movestrings, I always wanted the option to set the loopback point within the string, so it'd be
  • like F0W10F1W10LF2W10F3W10B and it'd loop back to the L rather than to the beginning as usual (or to the last L, if there are several for some reason)
  • <McGrue> I want to give optional custom movement handlers.
  • Plus all those optional extra movestring things I was considering adding to the chr format would be swell, I guess, and I'd love arbitrary map metadata (global or tile-bound) so I don't have to always have an invisible tile datalayer. Did all the map/entity/chr metadata finally get accessible from VC?
  • Posted on 2008-07-01 04:16:50

    mcgrue

    <Gayo> OK, first off I wanted it to be possible to define arbitrary movestrings with names, and then access them by name reference within game. I also wanted it to be possible to have the game reassign the given movestrings (the directionals) to any of the arbitrary named ones on a per-entity basis
    <Gayo> So you could be like 'use r_run for the right walk movestring now'
    <Gayo> and then later be like 'go back to using r_walk'
    <Gayo> if you did it for idle frames as well, you could totally redesign the appearance of a character without changing his chr

    Posted on 2008-07-01 04:17:34 (last edited on 2008-07-01 04:18:00)

    Gayo

    * Bombs
    * Hookshot

    Posted on 2008-07-02 23:10:17

    mcgrue

    setPrincessInPeril()
    getPrincessInPeril()

    (also can be used for mario clones)

    Posted on 2008-07-02 23:37:58

    glambourine

    Hey grue: I figure I would give you feedback on trigger.onEntityCollide here.

    It seems pretty awesome except for one thing: determining what counts as a collision. Currently if tile A is at (15, 15) (arbitrarily) and tile B is at (16, 15) and Darin's hotspot touches any part of (15,15), it registers as a hit against tile A. This holds even if fifteen pixels of Darin at at 16,15 and one pixel is at 15,15. It might make more sense to only register a hit if at least three-quarters of the hotspot is pressing against a tile, since that not only seems like it'd make the "which tile am I even hitting" calculations easier, but also emulates Zelda 3 a little bit better and avoids problems (like putting in a Zelda 3-style "jumping down" system--with the current calculations you'd be able to consistently jump down 15/16ths of one tile to the right of where the map says you can jump down.)

    I figure three-fourths would be a forgivable margin of error since it'd still look pretty much "right" and it'd be much easier on the player than requiring pixel-perfect alignment before you can push blocks or things.

    My, um, two cents

    Posted on 2008-09-07 22:12:38


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