User Tag List

Results 1 to 5 of 5

Thread: First steps to an enemy editor...

  1. #1
    Wizrobe *b*'s Avatar
    Join Date
    Jul 2001
    Location
    The World
    Age
    37
    Posts
    4,491
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,204
    Level
    25
    vBActivity - Bars
    Lv. Percent
    93.51%

    First steps to an enemy editor...

    instead of going all out and creating an enemy editor that can allow totally new enemies, why not start with something small, like this;

    OK, right now, if we want a new enemy, like, say you want to make a human archer along with the Red and Black moblins. right now, all we can do is change the graphic it uses, right? well, this editor would allow a new enemy, with pre-existing stats (HP, damage it deals, what weapon it shoots, ect...), only you can define what tiles it uses for the sprites. so, instead of having to change a moblin into the archer, you could create a new graphic for the archer and still keep the Red and Black moblins. you could also define what sprite pallete it uses (7-9, then the extra sprite palletes), and define the behavior (stalfos, moblin, leever, ect..)

    so, instead of defining ALL aspects of the enemy, we just define that graphics and behavior. does this sound a little more do-able then a full scale editor?

  2. #2
    Octorok Rydia's Avatar
    Join Date
    Oct 2003
    Location
    Minnesota
    Posts
    160
    Mentioned
    0 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    1,147
    Level
    11
    vBActivity - Bars
    Lv. Percent
    62.05%

    Re: First steps to an enemy editor...

    I think that this is an excellent idea. It would save people from trying to put certain enemies here or there. They could use whatever they wanted anywhere. Great idea *b*.




  3. #3
    Patra Menokh's Avatar
    Join Date
    May 2001
    Location
    Drifter Colony XIV Q1Z3
    Posts
    5,144
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,306
    Level
    18
    vBActivity - Bars
    Lv. Percent
    50.56%

    Re: First steps to an enemy editor...

    I love the idea, and don't care if I'm bumping this.
    It would be good to be able to do this, and I could think of uses in Enlil's army in my quest.
    "The minority, the ruling class at present, has the schools and press, usually the Church as well, under its thumb. This enables it to organize and sway the emotions of the masses, and make its tool of them."
    -Albert Einstein

    My Blog

  4. #4
    Gibdo texasdex's Avatar
    Join Date
    Mar 2001
    Location
    The Attic. far away from texas
    Age
    39
    Posts
    793
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,250
    Level
    12
    vBActivity - Bars
    Lv. Percent
    8.16%

    Lightbulb Re: First steps to an enemy editor...

    Keep in mind that an enemy has just a few characteristics that make it special:
    • sprites/cset/animations
    • projectile/type
    • damage
    • life
    • movement patterns/speed
    • ability to walk on water/land
    • special (shield, etc)
    • children?


    Except for bosses, these are the only real variations on the enemies in the game. Why have the preset types at all? Depending on how the game was programmed this could be easy or really hard. If the game has all of the enemies hard-coded then it'll be a major pain and the system you suggested would work best. If the code is in favor of more generic enemies that fit a data structure you could do away with preset enemies alltogether.

    I'M BAAACK!!

  5. #5
    Octorok LinktheMaster's Avatar
    Join Date
    May 2003
    Age
    33
    Posts
    185
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,291
    Level
    12
    vBActivity - Bars
    Lv. Percent
    24.82%

    Re: First steps to an enemy editor...

    Well texasdex, this is more of a compromise I believe for the time being. Instead of asking what you're asking for, which is practically full customability, we just build on previously made enemies. Then, later on down the road, the rest of what you're asking for will be added. What you are asking for could take months to get into Zelda Classic.

    If you can't tell, I support this idea. It would be a nice compromise, and maybe it will shut the noobs up that are asking for the enemy editor constantly. <.<
    LinktheMaster: Owner / former administrator of PureZC, a ZC fan site with resources and tutorials.
    Avatar: By elentori
    Fairy Dream: A joint quest between Nick and myself. Check it out!
    Zelda Classic Manager: A Zelda Classic launcher and organizer.


Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social