Also, why limit the attached screens to large square rooms? Maybe we could take out any room borders & leave others so for example:
We could have a room like this:
[ ][ ]
[ ]
[ ]
In other words:
____
|..__|
| |
|_| (An upside L-shaped room)
Also, why limit the attached screens to large square rooms? Maybe we could take out any room borders & leave others so for example:
We could have a room like this:
[ ][ ]
[ ]
[ ]
In other words:
____
|..__|
| |
|_| (An upside L-shaped room)
My Zquest Tutorial
tutorial document
Working on a quest, I swear i'll finally finish one, one of these days!
Status:
--Overworld: 60% done
--Dungeons: 0% done
--Misc: 0% done
I don't see what the deal is. Sure alot of us like the original, but LttP was (afaik) rated extremely high on one of those 'top games of all time' lists. You know as well as I do that ZC has progressed from just a Legend of Zelda clone into something far greater, and incorporating elements from another classic game that used the same basic elements with a ton of awesomeness thrown in, doesn't seem all that wrong to me.Originally Posted by bigjoe
Z3 style quests? Yes plz.
I'd like to, but I think I will wait a bit until there is a more stable release.Originally Posted by bigjoe
For now tho I am gonna hang out and mess around with the betas I think :) I have to relearn everything because I have completely forgotten it by now
Hey, you know we're here to remind you of things if you need it, Warlock. :p
Also, at idontknow's suggestion, I wasn't ruling that type of scrolling out, myself, I simply didn't mention it in my post. The way this could be accomplished would probably be through a dialog window which connects two screens together into one. Obviously, you'd connect the current screen to the adajacent one above, below or next to it, and it'd be able to scroll on that axis only while both screens are in view (so if you had a screen which was like this:
it wouldn't be able to show the top-right screen).Code:[ ] [ ][ ]
so it scrolls across and up and down... scrolls across in the bottom 2 and up and down in the bottom left.
were only removing borders... it does not have to keep link centered.
easy to do.
Computer specifications:
Windows 10 Pro x64 | Intel Core i7 @ 2.66GHZ | Asus P6T Motherboard | 6GB DDR3 RAM | Integrated Sound | Nvidia Geforce 560 Ti 2048MB PCI-E | Corsair AX760 Power Supply | Thermaltake Armor+ MX case
Easy, huh? So then do tell, what exactly would be the issues involved with implementing this?
I think it would be best to keep it to rectangular-shaped rooms. With arbitrary shapes, you start to run into issues around the corners. What if the player takes a corner very closely? Say for example, you have the room from the previous post, and Link is moving from the lower right room to the upper room. You don't want the screen to show any of what isn't part of the current room, so you would have to force the screen to scroll way to the side before the user could continue moving upwards. This could be very disconcerting. With rectangular rooms, you would never run into this issue.
Well, if something like this does happen, I'm 99% sure it will use rectangular rooms.
If you're using Circular rooms, your best bet is to just use Diagonal walls to simulate something like that. You can mix and match diagonals and straight lines in a dungeon room corner just as you would while drawing a "perfect" circle in a 16x16 tile.
BTW, I love the new Bugtesting thread icons. They're so cute. XD
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