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Author Topic: The Legend of Zelda: Essence of the Triforce  (Read 54408 times)

Offline Chaotic_Death

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« Reply #210 on: August 16, 2005, 03:52:25 AM »
No deku leaf, sorry.  :|
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Offline Leon_1990

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« Reply #211 on: August 16, 2005, 10:13:18 AM »
Very nice ^^

heheh, the menu is sweet AND it reminds me of OoT *ohhh the memories*

c'mon! I want this game :p

oh, and btw, will yuo be able to upgrade the rocs feather into the rocs cape (I freaking love that cape man ^^), because the cape goes farther.
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Offline Chaotic_Death

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« Reply #212 on: August 16, 2005, 01:32:33 PM »
Possibly.  I'll need a BattleAnimation of that, though.  But it looks like I'll have to make that myself.  So maybe, yeah.
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Offline Leon_1990

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« Reply #213 on: August 16, 2005, 01:51:07 PM »
hey, this should help:
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Offline MammonMachine

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« Reply #214 on: August 16, 2005, 02:25:29 PM »
Quote

Can't do that with RPG Maker.  While it's awesome if you know how to use it, it has it's limitations. :|


I doubt that. There must be a way, even if it's very difficult.

I've seen people do a lot with RPG Maker, so I'm not convinced that this is impossible. (Some people have have mad first person shooters in RPG maker)
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Offline Leon_1990

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« Reply #215 on: August 16, 2005, 02:54:44 PM »
Quote
Originally posted by MammonMachine
quote:

Can't do that with RPG Maker.  While it's awesome if you know how to use it, it has it's limitations. :|


I doubt that. There must be a way, even if it's very difficult.

I've seen people do a lot with RPG Maker, so I'm not convinced that this is impossible. (Some people have have mad first person shooters in RPG maker)


hmmm..
it isnt possible though...
even if he does a bunch of crazy codes, Link will end up unable to move. and will only be able to change which way he is facing.
by changing the keys function, he will eliminate the walking action.
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Offline MammonMachine

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« Reply #216 on: August 16, 2005, 04:16:32 PM »
How it would work:


For this example lets use the down key:


Set up a key input process so that when the down key is pressed, Link will face downward.

Then you'll probably have to toss in a short delay of like .2 seconds.

Then set up a conditional branch,

if the down key is still pressed, move link down 1 tile,

then restart the conditional branch.

If it's not pressed, then Link shouldn't move anywhere.

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Offline AsakuraHao2004


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« Reply #217 on: August 16, 2005, 04:25:49 PM »
Erm, is it just me or does that seem a little unnesscery? I mean, he's just walking. I really dont care how he turns around.
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Offline Chaotic_Death

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« Reply #218 on: August 16, 2005, 06:02:45 PM »
@Leon: That sheet won't help, none of those have shadows.  I'll
have to rip everything by hand, Like I usually do.

@Mammon: Okay, let me say something here.  First off, you can
NOT GET RID OF RPG MAKER'S MOVEMENT.  What I mean is, you
can tell it to say, jump when the "Up" key is pressed.  That would
cancel out the walking upwards command, right?  Wrong.  RPG
Maker moves the character up when up is pressed, right when
right is pressed, and so on and so forth.  It can't be told
otherwise.  So if you /did/ set that "Up" key to jump, the Hero
would first move up, then jump.  Or sometimes it won't even jump
 at all.  It's possible to stop the Hero from moving, sure.  Just add
a wait command or an invisible wall of some sort.  But what I'm
saying is that you can't override the default movement
commands.  But if I were to try that movcement thing of yours,
here'd what it would look like:

---------------------------------------------------------------------------

>>> Key Input Processing: V[0001: Movement Keys]
>
>> Label 1
>
>>> Conditional Branch: If V[0001: Movement Keys] = 0
> Call Event: Blink
>> End Case
>
>>> Conditional Branch: If V[0001: Movement Keys] = 1
>> Key Input Processing: V[0001: Movement Keys]  (Store Amount Held)
>> Move Event : Hero : Wait (Repeat)
>> Wait 0.2
>> Label 2
>
>>>> Conditional Branch: If V[0001: Movement Keys] => 20
>>> Move Event : Hero : Down
>>> Jump to Label: 2
>>
>>> End Case
>
>>>> Conditonal Branch: If V[0001: Movement Keys] = 0
>>> Jump to Label: 1
>>
>>> End Case
>
>> End Case

---------------------------------------------------------------------------

What would that do?  Well, if you pressed 'Down,' it seems as if it
would keep the Hero in place for a split second, then move him
downwards if it detects that the key is still being held.  If not,
then it'd call the event to have Link stand still.  But if you were to
go and test that bit of code, it wouldn't work as preformed.  As I
said before, you can't override the movement keys.  So here's prolly what RPG Maker would do:

1. Move Hero Down.
2. Follow through with code.

OR

1. Move Hero Down.
2. Execute half of code, or ignore code altogether.

That's what I mean by "impossible."

EDIT: Fixed paragraphs a bit since the page got resized.
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Offline Pythis

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« Reply #219 on: August 16, 2005, 06:55:35 PM »
And if you DID put that in I would be pissed because If the down key has a code that stops Link for a second or two that qualifies for ALL the steps he wills top on each step if it detects the down key pressed. Think about it it works with any other key.
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Offline MammonMachine

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« Reply #220 on: August 16, 2005, 07:12:54 PM »
Then I guess the only other option is to simply NOT use RPG Maker's default movement at all.

Create a picture graphic for the Hero instead. You could have an invisible event that walks around underneath and acts as the "hero". Set the pictures location to whatever X Y coordinates the Hero has at the time.

If someone taps a direction key once, the insivisible event will take one step in that direction, and then teleport back to the original tile it was on. The picture graphic however, will simply turn to face that direction and won't take any steps at all.

All you would have to do now is come up with some sort of collisions detection so the picture won't go anywhere that it is not suppose to.

And hell, as a benefit, you could now have more animation frames for more fluid movement, it would look just like the real zelda games.
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Offline Omegadestroyer7

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« Reply #221 on: August 16, 2005, 08:22:23 PM »
@mammonmachine: i... really, REALLY suck at all this coding and stuff, but instead of all these things you are talking about, why not just use the normal movement, and set it up so there are separate buttons to press to change your facing, like when you press "T" you face up, "F" left "G" right and "V" down? would something like that be a lot easier than what you are suggesting?

._. keep in mind i have no idea how to do this sort of thing, so dont complain to me if it sounds absurd or anything.
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Offline Chaotic_Death

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« Reply #222 on: August 16, 2005, 08:46:48 PM »
Quote
Originally posted by MammonMachine
Then I guess the only other option is to simply NOT use RPG
Maker's default movement at all.

Create a picture graphic for the Hero instead. You could have an
invisible event that walks around underneath and acts as
the "hero". Set the pictures location to whatever X Y coordinates
the Hero has at the time.

If someone taps a direction key once, the insivisible event will
take one step in that direction, and then teleport back to the
original tile it was on. The picture graphic however, will simply
turn to face that direction and won't take any steps at all.
All you would have to do now is come up with some sort of
collisions detection so the picture won't go anywhere that it is
not suppose to.

And hell, as a benefit, you could now have more animation frames
 for more fluid movement, it would look just like the real zelda
games.


That wouldn't work for a few reasons.  Well, first of all, I already
have 10 frames of animation.  If I changed Link from Charsets to
Pictures, there would be NO CHANGE in "fluid" movement.
Second, well, you know that pictures display on top of everything
else, correct?  Even Charasets and chipsets.  That's no good,
since Link's sprite would walk right over the top of the charaset, and the
star priority chips.  And since "On Hero Touch" and "Collision"
would no longer work, it'd be near impossible for Link to get
touched by monsters, and I'd have to have coordinates and
branches for all of the different NPC's.

All in all, I'm getting to the point that I'm not changing the way
Link walks.  The only way that I could get to set it up perfectly is
by moving to another maker, like GameMaker or TGF.  But as I
said in the first post, RPG Maker 2003 it is and RPG Maker 2003 it
shall stay.
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Offline MammonMachine

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« Reply #223 on: August 16, 2005, 11:42:31 PM »
Well if the default RM2k keys don't work, then why not just program another set of keys to emulate the directional keys?



I really don't think the combat is going to work all that well with it's current method.

In order to attack any enemy that stands next to you, you'd have to make a minimum of 4 steps just so you can face his direction and attack him.

Keep in mind though, that the enemies don't stand still, and if you take those 4 steps and they stand next to you AGAIN you have to take another 4 steps. Ouch. What happens when you have hordes of monsters surrounding you?
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Offline Pythis

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« Reply #224 on: August 16, 2005, 11:53:20 PM »
Who is gonna take the time to press a button to stop? Combat is excellent like it is right now and he should leave it like it is. Face it it's not gonna be added.
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