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50
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Other / General Discussion / Re: Hello out there!
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on: October 11, 2010, 02:30:50 PM
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Well, it seems you aren't going to do too much work on ZLADE, correct? I'm considering making my own editor for it, at least to learn how to do these sorts of things.
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51
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Other / General Discussion / Re: Hello out there!
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on: October 08, 2010, 05:13:15 PM
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Yeah, I think I'm going to try something a little simpler and more documented to learn with. Oracles are really, really starting to annoy me. Not a place to start by any means.
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52
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Other / General Discussion / Re: Hello out there!
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on: October 07, 2010, 01:47:29 PM
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Or, the number is the pixel in hexadecimal  I visit these forums often, but I lost total interest in this editor, so I only come back to help those with questions. Occasionally I work on the editor and have yet to finish static objects. Sshhh! Don't tell me that! What's the editor coded in, C (or C derivative) or VB? I'm learning C and know VB, and I'm looking into learning how the Oracle games work.
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53
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Oracles Hacking / Help / Re: Invisible Wall?
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on: October 06, 2010, 06:10:51 PM
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I've been deleting all interactions as I go along. I don't have the file I was working on as I'm at school right now, but I believe it was dungeon room 0 that it wasn't working on in-dungeon, and maps 01, 11, and 12 on the OW.
Eh, I'm just going to use less blade traps, it really is a pretty lazy way of making difficult dungeons.
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55
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Oracles Hacking / Help / Re: Invisible Wall?
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on: October 05, 2010, 09:05:48 PM
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Yeah, they were originally orange.
Essentially, from what I can tell, Blade traps do not work properly on the overworld, and treat a 2 lines of pixels, one vertical and one horizontal, as a wall for collision detection. These lines of pixels are approximately the same distance from the bottom and right sides of the screen, respectively. I really have no idea why this could be, perhaps a bug in the code for their behaviour? Anyone know what address I might find their code at?
*EDIT* It seems even some dungeon rooms have this bug. Damnit, this is annoying.
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56
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Oracles Hacking / Help / Invisible Wall?
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on: October 05, 2010, 07:37:03 PM
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Probably missing something obvious, but blade traps seem to stop before the last 2 tiles on the overworld. Kind of necessary for my hack. An attachment is there of the map it won't work on, and I have tried it with no walls on the map, with the same effect.
*EDIT* Placed to the right of this invisible line of pixels, the same thing happens, blade traps cannot pass it for some reason.
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57
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Other / General Discussion / Re: Hello out there!
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on: October 05, 2010, 06:51:21 PM
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Oh god hell no.
Damn amusing, though.
It's mostly I keep having to fine-tune things. Mostly blade traps ending up inside walls is annoying. Have to make it just perfect.
*EDIT* OH. The first digit is the tile position, the second is the pixel. Things make so much more sense now.
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58
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Oracles Hacking / Opinions and Experiments / First Area
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on: October 05, 2010, 03:11:43 PM
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How's this look:  Enemies not included in preview, I'm at school right now or I'd put in sprites where they'll be. This is overworld, the player starts at the bottom left corner of the bottom right screen. The chest contains Roc's Feather. This is mostly me messing with the editor. The idea behind the deep water in the bottom left corner is that it leads to the final boss. The player must return here through all of the overworld after acquiring the Mermaid Suit from the final dungeon. The first dungeon is down those stairs. Also, do any dungeons have those breakable floors that turn into holes? I can't seem to find them.
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59
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Other / General Discussion / Re: Hello out there!
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on: October 05, 2010, 02:18:50 PM
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Alrighty, so basically I'm making a Zelda game that I've always wanted to make, gonna go ahead and make this my home base then.
Currently learning the ins and outs of the editor while making an extreme difficulty OoA hack. Placing enemies is damn annoying.
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