Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: [1]   Go Down

Author Topic: [June 2010] Stable Releases  (Read 6242 times)

0 Members and 1 Guest are viewing this topic.
[June 2010] Stable Releases
« on: June 28, 2010, 04:06:54 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
In this topic the releases of the stable engine are discussed. Users can point out errors that even with the careful watching eyes of the Developers have snuk in. The stable releases contain the core code for a game with this engine. In addition there are some basic features/functionality to set up the beginning of a game, which the Developers deem to be needed for any basic 2D Zelda game.

Most of the features developed for the engine won't be present in the engine and to find them you need to look in the other topics. Thus do not post anything that concerns any features in this topic. It is solely meant for the stable releases and to discus the core code.

The projects page including the latest releases is found here: http://www.zfgc.com/index.php#?action=games&sa=view&id=167

The current developers for the Stable builds are:
Niek - Project Leader
4Sword - programmer

Engine content
* Link:
   - Standing/Walking Movement
   - Falling in a pit/moving with a platform
   - Ledge jumping
   - Rolling
   - Swimming
   - Pushing
* Controller:
   - HUD
   - Menu System with an item menu
* Generics:
   - Projectile
   - Flammable
* Objects:
   - Solid walls
   - Bounce objects
   - Ledges
   - Platform
   - Pushable object
* Surfaces:
   - Hole
   - Ice
   - Deep/Shallow water

Release log

June 2010
This version of the release is mainly posted for the upcoming contest for the Z3 (Still TBA). It does not contain the updates posted by 4Sword yet. These are set to be added for the next release.  


Things to be added
- Handweapons (for Link and for enemies like moblins)
- Base/Generic enemy
- Base/Generic (mini-)Boss enemy
- Base/Generic NPC
- Bottle system
- Text engine
- Option choosing in text engine (Buying stuff)
- Gamemaker room transitions (changing area's in the overworld or entering a dungeon/cave)
- Generic Collectable items (ruppees, bombs, arrows)
- Base/Generic Switches
- Base/Generic Doors

And probably a number of things that I can't think up now. If you want to add something to the engine build it with a specific example on the latest release stable version and make a topic about it. If your code works, than the developers will work on incorporating it in a future release.

« Last Edit: September 28, 2010, 06:54:47 pm by Niek »
Logged

Mirby

Drifter
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #1 on: June 28, 2010, 07:48:06 pm »
  • To bomb or not to bomb...
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Female
  • Posts: 4162
What size would you like the image to be? Just wondering.
Logged

Mirby Studios | Share & Enjoy now available! (Links above!) | Games I've Beaten
Quote from: Mamoruanime
I like-like it :D
  • Mirby Studios
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #2 on: June 29, 2010, 05:43:14 am »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
What size would you like the image to be? Just wondering.
I would say anywhere between 100x100 and 240x160
Logged

Mirby

Drifter
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #3 on: June 29, 2010, 06:21:18 am »
  • To bomb or not to bomb...
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Female
  • Posts: 4162
Okay, just wondering. I'll whip something up when I can.
Logged

Mirby Studios | Share & Enjoy now available! (Links above!) | Games I've Beaten
Quote from: Mamoruanime
I like-like it :D
  • Mirby Studios
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #4 on: June 29, 2010, 02:27:20 pm »
  • *
  • Reputation: +16/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1633
Tried out the demo and it looks really solid.

The things I noticed:
- Moving from land to ice (by a single tap of the movement button) already has Link sliding over the ice the maximum distance. When I move from ice to land I come to a deadstop, but I'm believe that was per design. The first one doesn't feel quite finished yet.
- When I fall into a hole I'm respawned at the last known location I was walking on normal ground. Rolling and ice don't count. It's not a real problem or anything, but it you could potentially get some ugly situations in an icelevel. Let's say you want to make an icebridge over a large hole. One fall and you'd start at the beginning (assuming the room either had solid ground to create that respawn position or such a point is always created the instance you enter the room). I could think of other combinations where ice and rolling could potentially have the player respawn a good screen away. It's like I said no real fault or anything, but the rooms design is somewhat dependant on the engine here where you might not want it to be.
Logged
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #5 on: June 29, 2010, 04:12:25 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
I have to remind everyone that the engine is made in Minish Cap style. Thus everything that is in the Minish Cap and is in the engine, is recreated in the same behavior and appearance.

Martijn, with the exception of the rolling is everything done by design. The rolling is a bug though that has snuk in, I know where it has gone wrong and I will pay attention to it in the next update. Thank you for pointing it out.

That Link does not respawn on ice is correct, because MC does not do that either. I know that it can be frustrating when you have crossed a long ice bridge of at least 5 screens long and you fall of near the end. You will get set back to the beginning of the bridge. That is the challenge of ice bridges and it is up to the level designer to put in save points.
Logged
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #6 on: June 29, 2010, 04:56:08 pm »
  • *
  • Reputation: +16/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1633
Never played MC so I wouldn't know. XD
Logged

Dark-Hylian

Silence
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #7 on: June 29, 2010, 08:41:54 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 370
I think this is a fabulous idea. However if we're making one big "collaboration" of engines, I would suggest adding what I'd call an "airlock" feature. Said feature would allow for optional use / non-use of the engines, for people who want a modified engine. I wish I had something to contribute, but as of now, I can just say that I've played MC against the latest MCCP engine, and everything except the rolling into a hole seems accurate. Awesome work =)
Logged
  • Dawning Hour

Mirby

Drifter
Re: [June 2010] Stable Releases: Minish Cap Sty...
« Reply #8 on: June 29, 2010, 09:44:30 pm »
  • To bomb or not to bomb...
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Female
  • Posts: 4162
Bad preview is bad.


I'll come up with something better later. Just thought I'd have fun. ;)

also, it's pretty faithful to MC from what you have so far. :D
Logged

Mirby Studios | Share & Enjoy now available! (Links above!) | Games I've Beaten
Quote from: Mamoruanime
I like-like it :D
  • Mirby Studios

Dark-Hylian

Silence
Re: [June 2010] Stable Releases
« Reply #9 on: July 21, 2010, 04:02:11 am »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 370
I have a little image / siggy banner for this, as was mentioned up a few replies ago. Mirby did one, and I've done another. I don't like the text much, but there's 3 of the images. So....
Logged
  • Dawning Hour
Re: [June 2010] Stable Releases
« Reply #10 on: July 26, 2010, 09:26:27 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 27
Whoa, this is amazing! :o
If I may request, please finish the Sword, the Text Engine, the Generic Enemy, and perhaps lifting and throwing, next? That way it is in a state that you could actually make a fangame with it.
Logged

Zelda Sapphire of Light

Re: [June 2010] Stable Releases
« Reply #11 on: July 28, 2010, 01:39:26 pm »
Whoa, this is amazing! :o
If I may request, please finish the Sword, the Text Engine, the Generic Enemy, and perhaps lifting and throwing, next? That way it is in a state that you could actually make a fangame with it.
Why don't you wait for Z3 2010? ::)
Also welcome to the community!
« Last Edit: July 28, 2010, 01:43:20 pm by Zelda Sapphire of Light »
Logged
Re: [June 2010] Stable Releases
« Reply #12 on: November 07, 2011, 02:17:53 am »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 4
Do you plan on releasing a new stable release soon?
Logged
Re: [June 2010] Stable Releases
« Reply #13 on: November 07, 2011, 03:47:29 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 160
This topic is really old  :)
Logged
Nubcake now uses Purebasic!
Re: [June 2010] Stable Releases
« Reply #14 on: November 07, 2011, 11:06:29 pm »
  • *
  • Reputation: +8/-0
  • Offline Offline
  • Gender: Male
  • Posts: 6604
Niek hasn't shown up in a while so I assume he is busy working towards his Computer Science Masters, and I am busy too working on my last undergraduate semester, applying for jobs, and finishing up a Master the Mainframe contest. If I get some downtime I might release a revised tile and obstacle object collision system; I had a good dungeon system but my last laptop pooped out (if I get a way to access its hard drive this Christmas then I might see if I can post the code I had).

tl:dr - no, not soon.
Logged
Pages: [1]   Go Up

 


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.326 seconds with 67 queries.