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Master_of_Power
03-13-2006, 06:48 PM
Yea so....

Dmap & Screen specific Link

As you know many people try to simulate the overworld-like ways of Dragon-Warrior, Final Fantasy, and many others. But doesn't it look obserd to have the same-sized link on an overworld ment to be much smaller? And sidescrolling areas, yes yes the NES Legend of Zelda and the BS Zelda Links looks alright in passage ways and such, but not all links are designed in that sense, perhaps having a larger Link in passage ways will work? Another use is for games with multiple characters.

ShadowTiger
03-13-2006, 06:50 PM
If we could define Link's Tiles for Dmaps, ... man, that WOULD Be wonderful. Of course, you'd also need the ability to toggle A and B on and off, ... but that would be great for screen flags as well.

splattergnome
03-13-2006, 08:17 PM
It would be preferable if it were possible to redefine all tiles for a dmap - link, object, and enemy tiles. That way, it would be possible to simulate more enemies simply by changing out their tiles for a map. Keese can be birds on different maps, moblins can be soldiers, and so on... this would add some more variety in quests.

splatty

Jigglysaint
03-14-2006, 12:09 AM
Zelda 4 does that. The Stalfos enemy and the Moblin enemy are the exact same sprite, just with different graphics. In fact, Zelda 4 has screen specific enemy tiles. I was going to make a hack where Link is in some sort of nightmare, and the enemies all would look like townspeople. Imagine seeing a little girl rush at link with a sword and shield. It's all very possible.

The problem is that for ZC, it would create too many redundant tiles. It would work fine using the old enemy animations, but for the new ones, there would be just too many. The best thing to do would be if each screen had an enemy tile modifier, meaning for each enemy you could define what enemy graphics it would use. However, currently ZC cannot change where the enemy tiles are located, so it's not going to work untill that happens.

Master_of_Power
03-14-2006, 07:16 AM
well... hmmm... the redefine everything would be difficult for very large sets. hmm... I can't think of a way to get out of it... wait a second! I have it!

Solution One:How about DMAP SPECIFIC TILE SHEETS???

Yes... That would fix everything, I think... There would only be 32 pages on the dmap specific tile sheet(enough to change the Link, some or all Items, and the enemy tiles!) Heh... so there is gonna be 65519 tiles plus 2187900 d-map specific tiles O.o hmm.... this seems a little... big...

Solution Two: A new tab under Graphics, New Quest rule

"Replacement Tiles" tab - "Use replacement tiles" rule

This would have only about 100 pages instead of 255. Basicly gives you more then enough room to put 3 sets of Link, items, and New Enemy tiles. In the DMAP, you can check whether or not you want link and the enemies replaced, then you select where it will take the graphics from from. put a tab in the demap called "Replace (link/enemy) tiles with:" and a tile selection box near it.

idontknow
03-14-2006, 01:27 PM
For Link replacement tiles, how about in adding a Link Tile Mod variable for dmaps, just as you can for weapons? You could put this in the dmap editor, maybe fit it under the 'mechanics' tab. Maybe a checkbox for wether or not its a full mod or just for his walking animations. Say this variable is like +20. Then the tiles that all his animations use would move 20 tiles to the right when on that dmap. Then mocve back 20 tiles to the left after leaving that dmap.

This however may be difficult in combining dmap Link tile mods with item Link tile mods, as the user would probably have to have tiles for every possible combination of dmaps & items for every animation of Link. If no item Link mods are used however, then using dmap mods only shouldn't be too hard.