Zelda 2 Remake With Twist
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zonker6666

Alright - so heres a little something ive been working on.
Its a semi-remake of Zelda 2 --- i say semi cause it's not at all like zelda 2 except for the fact that its a half platformer, half rpg ....

Like a dumbass I also forgot to include a readme and probably to clear out the saved game list (to do that just empty out the folders named 1 2 and 3 in savedgames sorry guys (-_-)

So heres a quick explentation of the controls ---- till i upload a new version with instructions....
space to jump - X to attack - I for inventory - M for magic - P for pause - O to set your control keys (so why didnt i just say that? lol)

f5+f6 opens up a debugging box --- type help in that for more ....

..... i guess thats it --- i know its not even close to being complete but i thought i'd share it at this point :)

I'd appreciate any comments or suggestions from you guys of course ..

Posted on 2004-09-10 03:09:23

mcgrue

Zonker! You always write untimered code. It looks neat, but it's all but unplayable on my machine :(

Posted on 2004-09-10 03:42:40

vecna

timing is your friend yes!

Posted on 2004-09-10 04:43:05

gannon

it works on mine :)
Couple things the ability to play with a controler would be nice.
Also something other than the basic forward thrust for attacking(maybe learned later)
Invinisiblity for yourself after you get hit a second or two would help with the jumping. I believe in Zelda 2 if you got hit while in midair you couldn't attack untill you hit the ground.
there where some grapical bugs (mainly with the sword and the one fighter)
the overworld map seemed broken. When I could get into a place it showed me a different view of the same map that I didn't have camera movement on (and it looked like the character becomes nude at that point too)

Posted on 2004-09-10 04:52:49

Toen

A link for those who don't want to dig around the files area

Posted on 2004-09-10 23:42:47

zonker6666

Gannon, actually there are both upstab and downstab :) Both can be learned thru NPCs :)

As for the timing issues I am on it! :D But I am having some problems .... zip suggested a solution

... something like

MoveSomething(lasttime-systemtime);

and in MoveSomething(int timedifference)

X+=XSpeed*timedifference


now this seems to work on his computer --- but here on mine it shears up the screen ....

any suggestions?

Posted on 2004-09-11 02:49:13

Interference22

Great work, Zonker, but there is one thing I MUST stress: for the love of god can you please start using standard resolutions! 256x256? What the hell is going on there? You can only run that sort of thing in a window and I'm a big fan of fullscreen:

320x240
512x384
640x480
800x600
1024x768

These are your FRIENDS! I'm a stoic supporter of 320x240 but even more of 640x480.

Posted on 2004-09-12 00:40:11

mcgrue

Winners do not use 640x480.

Posted on 2004-09-12 01:10:43

Zip

Yeah, I've been bothering Zonk about the timing for ages. To make it playable on the beast, I had to hard change the res to 640x640.
Also, non standard res-es are great, and Gayo sucks. As doesn Interf. And everyone called Ben.

*hides*

Zip

Posted on 2004-09-13 05:09:29

resident

If you're going to use a non-standard res, the best thing to do is not to draw to the screen directly - instead, render it to an image, then center the image in the middle of a normal resolution. Infact, theoretically, you could do this in the middle of a timered loop, which would solve both issues at once.

Admittedly, Dawn is running at 320x240, so I haven't had to mess about with code to do that in VERGE myself yet, so I dunno how practical an idea that is.

Posted on 2004-09-13 12:40:50

zonker6666

I guess I should point this out ....

you can change the res to anything you want while in game ...

Just hit F5 + F6
then type 'cres' - hit enter
type your xres - hit enter
type your yres - hit enter

Done ;)

(this only works in sidescroller mode mind you)

Posted on 2004-09-13 19:25:12

Interference22

Zonker, players really shouldn't have to do that! A game should be ready to go right out of the Zip/Rar file.

And Zip: you are fucking insane. Non-standard resolutions haven't a hope in hell of running at fullscreen and I *hate* bloody titlebars hanging above everything! Standards are there for a reason, you know.

And while winners may not use 640x480, people who nearly won and then got disqualified do.

'640x480: double the res, double the fun!'

Posted on 2004-09-14 00:04:12

mcgrue

Quiet you! You used 320x240 like a winner, and you liked it!

Posted on 2004-09-14 00:09:13


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