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View Full Version : Is anyone still working on Zelda Classic???



kurulus
11-13-2021, 02:28 AM
I am a retard, and looking at Rosie O'Donnell makes my weenie feel funny.

James24
11-15-2021, 11:05 PM
Zoria took over when Saffith stepped down and started making 2.55. Zoria was recently dethroned and Nightmare took over. But I can't see anything substantial happening in 2.55.

Tim
11-18-2021, 05:44 PM
A garbage app link and a new account - yeah that's not suspicious.

Chris Miller
11-19-2021, 10:24 AM
Fixed. ��

Tim
11-22-2021, 01:27 AM
dying inside

Emily
07-27-2023, 08:42 PM
The answer is absolutely yes, but these are not the appropriate forums to follow dev (as you can see by the 1 year 8 month wait for my reply, just saw this thread today). Devs are more active on 'purezc.net' for forums, but mostly active on various discord servers (the official dev discord is linked at the top of the zeldaclassic.com/downloads page).

Some more recent additions:
-Per-room, you can choose a custom Tile for that room's Guy to use (as well as toggle the states 'Show Fires' and 'Force Guy on Screen', the former of which is self-explanatory and the latter acts as the hardcoded overworld-appearing-ness of the Fairy guy)
-numerous small fixes / tweaks
-Script access to drawing "light" in dark rooms (if you haven't kept up with 2.55 dev, dark rooms themselves are new too).
-Square shape of "light" for dark rooms. "Torch" combos can now use any light shape.
-Any combo can now have various SFX and Sprites - "Appear" (plays/displays when the combo spawns), "Disappear" (...after the combo vanishes/changes for any reason), "Walking" (while standing on the combo and in the walking action), "Standing" (while standing on the combo and NOT in the walking action), and for SFX only, "Loop", an sfx that loops while the combo is onscreen. The "Standing"/"Walking" work similar to existing Tall Grass combos, but more configurable.
-In the F4 palette menu, it now previews the palette when you change the dropdown.
-Lifting combos in general has been added, but more recently, this was modified to allow effectively "bomb flowers".
-combo Trigger Groups are useful for puzzles such as "light all the torches", though has much more complex possible uses.
-Weapon igniting is cool. (i.e. shoot an arrow through a torch, it becomes firey and can trigger fire triggers)
-A player movement rewrite (still some minor bugs but overall better)
-Locked chests/blocks can play a string when trying (and failing due to not having keys/etc) to open them.
-Special draw layers (for scripts) - ex. draw to the player's draw layer, which draws whenever the player draws.
-"Small Mode" and "Large Mode" have both been removed. Instead, we now have a new UI, with "Compact" and "Expanded" modes, each with several of their own configurations (which have buttons in-UI to toggle them).
-CSets 12 and 13 are available for all quests
-Cheat hotkeys are now individually configurable
-ZQ hotkeys are now individually configurable
-Scripts can now supply a custom mouse cursor to be displayed during quest gameplay (reverts to normal when pausing to the menu)
-Tile (pixel) editor update, including: Quarter-gridlines (togglable), with various mirroring/rotating/flipping settings you can apply (so as you draw it mirrors/flips/rotates for you), color-blind friendliness (names of colors are displayed).
-Icy Floor combos can make pushblocks slide! Or 'Push (Generic)' blocks can be configured in several fancy fancy new ways, including being icy themselves.

...This is all new after A112, so, not even everything new this year.
In addition, currently being worked on:
-Full Z3 scrolling [MAJOR engine rewrite by connor in his fork]
-New audio features [recent work should be done soon]
-Total rewrite of the engine subscreen system [my current project, coming along well so far].

So, "Is anyone still working on Zelda Classic?" Yes, yes, we absolutely are. It just doesn't happen on AGN anymore though.

Asuna Yuuki Nagato
01-29-2024, 09:40 PM
Some of us are still working on ZC here at AGN.