Legend of Zelda (RPG game)
Posted: Fri Mar 10, 2017 1:21 am
Hey! I know it's been a while but there is some progress on Zelda!
Since I've started with Uzebox my programming skills have changed dramatically. I've been learning along the way and I think that I am at a point where I can publicly show off the current progress of the game. Thanks Uzebox!
Features completed:
Sprite animation (player, enemies.)
Collision detection via lower-numbered tile ids.
Able to walk through the entire Hyrule Overworld.
Able to walk through the entire Hyrule Underworld (with reduced colors.)
When moving to the next screen an appropriate scroll transition effect is used. (game is -DSCROLLING=0 btw.)
Transition effects for open/close horizontally (open/close left/right by column.)
Title screen with flashing Triforce and rolling waterfalls (All ram_tiles.)
Title screen darkening that darkens based on timers rigged up with vsync counters.
Darkening (via DDRC modification) is done with a similar technique as FadeIn() and FadeOut() but with my own table.
Ability to open a message text box with text and font tiles from the SD card binary. (Unlimited messages as long as the font tiles used are <= RAM_TILES_COUNT.)
Can draw graphics with ram_tiles sourced from the SD card binary.
Inventory sub-screen will draw all the inventory items currently in your possession.
Ram_tile screens with scrolling effects.
Sound test menu.
Character structure that will hold positions, frames used, etc. Shared between all characters spawned.
Features being developed:
Music! I have some initial ports from D3thAdd3r.
Game structure that will hold all shared values in the game (such as the map X/Y and what world you are in, etc.)
Per map screen data structure that will contain data on enemy type, number of enemies, enemy location, secrets location, unlocked doors, bombed walls, locked doors, etc.
Features planned:
Initial 512 bytes of SD binary file to store game save data (need to figure out how to update that data on the SD card.)
Screen test menu.
SD binary save data viewer/editor.
NOTE: At any given point the public demo URL may or may not show some or all of the features. I update the public demo at solid points in development and mostly to make it easier to show people a certain stage of development. Additionally, I keep some old versions available there.
LINKS:
Since I've started with Uzebox my programming skills have changed dramatically. I've been learning along the way and I think that I am at a point where I can publicly show off the current progress of the game. Thanks Uzebox!
Features completed:
Sprite animation (player, enemies.)
Collision detection via lower-numbered tile ids.
Able to walk through the entire Hyrule Overworld.
Able to walk through the entire Hyrule Underworld (with reduced colors.)
When moving to the next screen an appropriate scroll transition effect is used. (game is -DSCROLLING=0 btw.)
Transition effects for open/close horizontally (open/close left/right by column.)
Title screen with flashing Triforce and rolling waterfalls (All ram_tiles.)
Title screen darkening that darkens based on timers rigged up with vsync counters.
Darkening (via DDRC modification) is done with a similar technique as FadeIn() and FadeOut() but with my own table.
Ability to open a message text box with text and font tiles from the SD card binary. (Unlimited messages as long as the font tiles used are <= RAM_TILES_COUNT.)
Can draw graphics with ram_tiles sourced from the SD card binary.
Inventory sub-screen will draw all the inventory items currently in your possession.
Ram_tile screens with scrolling effects.
Sound test menu.
Character structure that will hold positions, frames used, etc. Shared between all characters spawned.
Features being developed:
Music! I have some initial ports from D3thAdd3r.
Game structure that will hold all shared values in the game (such as the map X/Y and what world you are in, etc.)
Per map screen data structure that will contain data on enemy type, number of enemies, enemy location, secrets location, unlocked doors, bombed walls, locked doors, etc.
Features planned:
Initial 512 bytes of SD binary file to store game save data (need to figure out how to update that data on the SD card.)
Screen test menu.
SD binary save data viewer/editor.
NOTE: At any given point the public demo URL may or may not show some or all of the features. I update the public demo at solid points in development and mostly to make it easier to show people a certain stage of development. Additionally, I keep some old versions available there.
LINKS:
- UZEBOX WIKI ENTRY: http://uzebox.org/wiki/index.php?title= ... of_Zelda_I
- PUBLIC DEMO (updated often):
http://www.nicksen782.net/r_uzezelda.php
NOTE: If you want to use a local emulator or real Uzebox hardware you can download the files from the link above. In the "GAME LOADED" section on the upper left you will see 'file0', and 'file1'. Those the .uze and .bin files for the game.
- UPDATE: 20170406:
New features:
Boss Manhandla! Consists of 5 individual characters moving in sync.
Improved player/non-boss sprite to background tile collision detection.
Sprite hit detection enabled.
If player loses all hearts then the game over animation and screen appears.
- UPDATE: 20170310:
Triforce flashes at last intro screen. Press start at title screen to see every overworld and underworld screen VERY fast. Press select (may have to do it twice) to exit.
- UPDATE: 20170313: Music test mode, Improved ram tile screens.
http://uzebox.org/forums/viewtopic.php? ... 631#p18631
- UPDATE 20170320:
Intro screens fixed. Overworld and Underworld available to explore (most screen scroll transition effects are disabled currently.) Collision detection re-implemented. Press L or R to switch between Over/Underworld. Hold the X button to override collision detection (especially needed in the dungeons.)