Quote Originally Posted by Downloader View Post
I've been using build 2.5 build 28.
The most recent work I did on ZC/ZQ/ZScript is pretty much turning out to be a Zelda II-esque sideview platformer.
As it stands right now Link is centered the whole time, but I did write parameters before that would allow for the player to go to the edge of the screens when going to the edge of the map segments, and the remnants of the code are still there.

I hadn't released my code to anyone until recently when a friend asked me about it and showed interest.
https://1drv.ms/u/s!AulnLkDim5HhjCNDbBorPUmrD916
There's a link to the .qst file in my OneDrive account.
You're welcome to take a look if you're interested.

I spent so much time, money, and effort on this over the last decade I wasn't really fond of the idea of just releasing it to anyone either, but Joe got me convinced that I should share it.

The frame-rate drops pretty hard for the first second or so because the code reads and saves all the combo data for the destructible and enemy combos so they can repop in certain situations.

Layer 1 is the enemy combos, layers 2 is background, layer 3 is collision combos, layer 4 is elevators that activate on push of InputUp and down, layer 5 is destructable/weapon interaction combos, layers 6,7, and 8 appear and dissapear on a timer, and layer 9 is mobile platforms that move on their own.

The whole thing is one big gigantic map that I plan on making a huge dungeon with eventually that consists of 18 maps with 9 layers a piece and they are all connected without any screen transitions.

I've only got a few NPCs done so far.

Like I said before though, the edge of the screen thing I already got done before and could be repeated. In theory, this could become an exact LOZ II replica, but I don't want to spend the rest of my life copying behaviors and combo the whole thing out piece by piece just to have it done.

To make it more like Zelda II, one would just have to quit the whole N[1] shifting the screen up and down to stabilize it and make Link->Y change instead, then use N[5]-N[8] as parameters that tell the game when to stop scrolling and start adjusting the Link->X coordinate instead of N[0].

Edit: I'm using Windows version, forgot to mention.

Edit again: Sorry, I fibbed. I was using v2.5 build 28.
Hmm, interesting. I gave it a try. I take it that there is as yet, no way to attack?


Here's some reference material, should you ever want to look at any of it:

http://timelord.insomnia247.nl/zc/scrolling/