11 March 2016 - Forum Rules
Started by Jean-Claude Van Damme, September 27, 2021, 06:23:58 PM
Quote from: nanashi89 on September 28, 2021, 09:28:02 PMLooks great! Is there an estimate on when the hack will be released?
Quote from: Googie on October 03, 2021, 09:02:21 PMI'm looking forward to the final product, please keep it up.
Quote from: Trax on October 13, 2021, 04:12:36 PMYour ambition is admirable, but to be honest, if you have an iron clad condition for release date, which is one month from now, you have nowhere near the amount of time required for all of this. Not even reasonably close. On the other hand, I don't want you to be discouraged by that, it's my opinion based on my experience and what I know about the game.
QuoteThis is an example of the type of thing I hope to implement in another hack as it is far to technical to tackle in such a short amount of time.
QuoteLike I said, for now I will ONLY be doing things I can handle graphically for this hack but hopefully I will be able to make most of these ideas a reality in the next one.
Quote1) White eyes. May seem simple, but it has a few implications. Having an element on Link with a different palette implies, at least, one more sprite to display for every single animation frames where it's needed. You have to make sure this sprite has a different attribute, to match the palette you need. You have to make sure the new graphics (2 new tiles) are present in ALL banks that would display it, which is, at least 10 (decimal) of them: West Hyrule, East Hyrule, Towns and the 7 palaces. It also increases the chance of seeing sprites flicker on screen, because the NES can only display 8 sprites per scanline.
Quote2) Animation fluidity means new graphics, and if it's universal, like Link's animation cycle, it must be added in ALL banks, at the same offset. Also, having Link follow with Down stab after a jumping slash is, in my opinion, illogical. The game engine uses the animation frame code (RAM $80) to compute collision detection and sword collision detection.
Quote3) I think not having access to ducking slash is quite limiting, and would make some fights impossible, especially with Stalfos or Ironknuckles. We'd have to try it and test the game to see how it feels, but I'm almost sure it would make the game very awkward.
Quote4) I don't know what you mean by "door in dungeons" and "ceiling walk". The Dash spell has been done a few times and is easy to implement. Most things from the Redux hack can be individually implemented relatively easily.
Quote5) I talked about the shield/candle idea in another thread. I like the concept, but it requires a few things to work together. Probably 2 new sprites for the No Shield appearance (for all animation frames), a new enemy for the torch, collision detection between torch and flame, conditional palette changes, etc.
Quote6) Having choppable grass on the Overworld could be relatively easy, since it's similar to breaing a boulder and chopping trees. Having breakable pots or boxes could be a recycle of the breakable blocks, with different graphics. Getting items from them would be more complex.
Quote7) Interesting mechanics, but it's also completely new code to create. Hiding behind a part of the decor already happens in Swamp, so something similar could be used for hiding behind grass. Having enemies behave differently would be completely new code.
Quote8 ) The change between experience points and money is, at first glance, not much more than semantic. In the original game, you basically use experience points as a "currency" to buy power levels (attack/magic/life). The difference with other Zelda games is, rupees are random item drops, while experience is guaranteed for each enemy. If you want to have items buyable, then you need to think about how they are bought. Talking to a NPC to display the level up pane is the simplest thing I can come up with, in terms of coding difficulty.
Quote9) There is a system of conditional dialogue lines for Towns people in the game. Most of the changes are checked arbitrarily in code. Like Error saying a different line whether you talked to the guy in Mido or not.
Quote10) If you want things to be like other games, then play or hack the other games.
QuoteAfter seeing your demo, it seems you are more specialized in graphics and storyline
Quote from: ifightdragons on October 17, 2021, 08:40:44 AMThe problem with Zelda II is that the overworld engine/mechanics isn't fun. It's nothing more than a glorified, rudimentary grid system designed for getting from point A to point B. It's even more rudimentary than the first Dragon Warrior games.Trying to shoehorn "fun" elements like exploring, puzzles and combat into that part of the game is almost a stillborn idea. Even the animations are almost non-existent. The Death Mountain cave maze section is not a part most people actually enjoy. What people really like about Zelda II is the side-scrolling and Link's moveset/combat mechanics.Just my two humble cents.
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