Zelda Classic
Invader_Scoot
Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Classic Style Zelda Quest Program</div> Maybe some of you have heard of this (it is pretty old) but not everyone has, and they've recently released a new version so I felt I had to get some word out.
Basically Zelda Classic is a program that you can use to make an old style zelda game. You can create textures, people, basically everything you want.
Go check it out:
<a href='http://zeldaclassic.armageddongames.net/index.php' target='_blank'>http://zeldaclassic.armageddongames.net/index.php</a>
It's hard to start out, but once you understand it a bit better you can really make some cool things.
Edit: Now that I really look back on this program, it's harder then I remember. And actually installing it all correctly was hard enough.
<b><a href='http://www.hosting.nsagames.com/scoot/Other/Zelda%20Classic.zip' target='_blank'>Here's</a> a link to download it all at once, without having to find out how to fix those stupid errors.</b>
Basically Zelda Classic is a program that you can use to make an old style zelda game. You can create textures, people, basically everything you want.
Go check it out:
<a href='http://zeldaclassic.armageddongames.net/index.php' target='_blank'>http://zeldaclassic.armageddongames.net/index.php</a>
It's hard to start out, but once you understand it a bit better you can really make some cool things.
Edit: Now that I really look back on this program, it's harder then I remember. And actually installing it all correctly was hard enough.
<b><a href='http://www.hosting.nsagames.com/scoot/Other/Zelda%20Classic.zip' target='_blank'>Here's</a> a link to download it all at once, without having to find out how to fix those stupid errors.</b>
Comments
i suppose i should check it out to be sure of how stupid i feel...
by the way if anyone knows how to code REALLY good collisions in vb6.0... lemme know...
[edit]
Just checked it out.
Hm....
Why is there no menu option for windows mode? :X
And where are the LTTP-style graphics Liku?
This thing needs more user-friendliness.
[/edit]
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Private Sub tmrSolid_Timer()
Solid
End Sub
Public Sub Solid()
For x = 0 To shpSolid.UBound
If imgLink.Left <= shpSolid(x).Left + shpSolid(x).Width And shpSolid(x).Left <= imgLink.Left + imgLink.Width Then
If imgLink.Top <= shpSolid(x).Top + shpSolid(x).Height And shpSolid(x).Top <= imgLink.Top + imgLink.Height Then
ColSolid
End If
End If
Next x
End Sub
Public Sub ColSolid()
With imgLink
If LinkLeft = True Then
.Left = .Left + 10
End If
If LinkRight = True Then
.Left = .Left - 10
End If
If LinkUp = True Then
.Top = .Top + 10
End If
If LinkDown = True Then
.Top = .Top - 10
End If
End With
End Sub
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
the problem with this is sometimes the img gets inside of the box(he shouldnt be in) without getting pushed back... and since hes inside of the box if you try to move up down or the opposite direction of the box it will push you in the opposite direction instead of the direction you want to go... he also kind of spazes out when you walk into a box... all that moving forward then getting pushed back..
hope you can understand what im saying...
i forgot to mention.. his movement is 2 timers.. each triggers a different picture to load.. so it looks more like hes walking instead of gliding.. he moves 10 pixels at a time.. thats what the forms scalemode is set to... the intervals for the frames is 60 ms and 120 ms... if anyone has a suggestion please pm me.. ive got more questions too.. but those will come later../somewhere else..
Basically, you've got Link and a Rock that you don't want Link to be able to move into or onto or through. If Link does attempt to move into/onto/through it, then your code will push him in the opposite direction by 10 units.
If I'm right, then what you have to do is, instead of pushing Link 10 units in one direction, move him to a point outside of the rock. So, if Link is at the position (100,100) and the bottom of a rock is at (100,90), and Link tries to move the top of his sprite to a position < 90, then just set his position = to 90, instead of doing Link.position += 10.
And where are the LTTP-style graphics Liku? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Files 4 and 5.
Basically, you've got Link and a Rock that you don't want Link to be able to move into or onto or through. If Link does attempt to move into/onto/through it, then your code will push him in the opposite direction by 10 units.
If I'm right, then what you have to do is, instead of pushing Link 10 units in one direction, move him to a point outside of the rock. So, if Link is at the position (100,100) and the bottom of a rock is at (100,90), and Link tries to move the top of his sprite to a position < 90, then just set his position = to 90, instead of doing Link.position += 10. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
the problem with that is theres a ton of blocks i dont want link to walk into.. it would take forever to code all that...
Basically, you've got Link and a Rock that you don't want Link to be able to move into or onto or through. If Link does attempt to move into/onto/through it, then your code will push him in the opposite direction by 10 units.
If I'm right, then what you have to do is, instead of pushing Link 10 units in one direction, move him to a point outside of the rock. So, if Link is at the position (100,100) and the bottom of a rock is at (100,90), and Link tries to move the top of his sprite to a position < 90, then just set his position = to 90, instead of doing Link.position += 10. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the problem with that is theres a ton of blocks i dont want link to walk into.. it would take forever to code all that... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't see why it would take any longer. The way it works now is that, for example, if Link is moving left into a block, Link gets moved 10 units to the right. Just set it so that instead of moving 10 units to the right, he is moved so that his left edge is at the same X-position as the right edge of the block. You don't have to do it for every single block and the code is about the same length as the code you have now. I don't know much about OO, but you already have to know the coordinates of the edges of the blocks to do hit detection in the first place, so why can't you make those coordinates publicly available to the function that moves Link?
<img src='http://ic1.deviantart.com/fs5/i/2005/131/0/c/My_tattoo_by_SyraCourage.jpg' border='0' alt='user posted image' />
<a href='http://www.deviantart.com/view/18207586/' target='_blank'>http://www.deviantart.com/view/18207586/</a>
Basically, you've got Link and a Rock that you don't want Link to be able to move into or onto or through. If Link does attempt to move into/onto/through it, then your code will push him in the opposite direction by 10 units.
If I'm right, then what you have to do is, instead of pushing Link 10 units in one direction, move him to a point outside of the rock. So, if Link is at the position (100,100) and the bottom of a rock is at (100,90), and Link tries to move the top of his sprite to a position < 90, then just set his position = to 90, instead of doing Link.position += 10. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the problem with that is theres a ton of blocks i dont want link to walk into.. it would take forever to code all that... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't see why it would take any longer. The way it works now is that, for example, if Link is moving left into a block, Link gets moved 10 units to the right. Just set it so that instead of moving 10 units to the right, he is moved so that his left edge is at the same X-position as the right edge of the block. You don't have to do it for every single block and the code is about the same length as the code you have now. I don't know much about OO, but you already have to know the coordinates of the edges of the blocks to do hit detection in the first place, so why can't you make those coordinates publicly available to the function that moves Link? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ok i think i get what youre saying.. ill try it in a bit..
the way its working now isnt on x, y coordinates.. its just if the image gets to within the .left + the .width then the controls get reversed.. what normally makes you go right will make you go left etc.
<img src='http://ic1.deviantart.com/fs5/i/2005/131/0/c/My_tattoo_by_SyraCourage.jpg' border='0' alt='user posted image' />
<a href='http://www.deviantart.com/view/18207586/' target='_blank'>http://www.deviantart.com/view/18207586/</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I feel bad for her, as that tattoo is terrible and the tattoo artist is probably blind.
This one would give you bragging rights: