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Free unfortunate civilians while finding a way to the Capital of Portoa
  • Avee
  • Added: 06/12/2012 08:45 PM
  • Last updated: 04/19/2024 02:56 AM
  • 4031 views

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Pages: 1
I think I remember this area. Is this Mt. Sabre? I believe this was the part where the people of that village were captured. By the way, have you added any new Equipment yet? Also, do you know a way of programming the rabbit boots (because they jump)?
chana
(Socrates would certainly not contadict me!)
1584
I like the blue tint and the door, definitely not the most original scenario though.
@XBuster: There will be 5~6 new pieces of equipment in demo 0.2
I am currently struggling with coding an intricate jump system for another project. But since all of the gameplay mechanics for Crystalis have been completed and set in stone over a year ago, Rabbit Shoes' effects will auto-activate where they're needed only.

@chana: Expect the unexpected regarding that scene (Misae slaughters innocents... just kidding. But there really are twists.)
OK! Good thinking!! That happens to me often. When I can't find a way to do something, I find another. That also saves you the time of having to take them on and off all of the time.
I know of and easy way to do and open and unlocked jumping system that requires little to no coding. If you're ever interested just pm me.
@Ashes: I know how to code one that uses the Start Jump, End Jump move commands, but I'm trying something different.
How is your system made in a nutshell?
Easiest way to put it, it is to use a battle animation with the hero transparent. Thi allows for easy integrations and full control of movement without Gavin to worry what might happen when the game tries to move the character and can't.
This sounds interesting :) I'd like to see the actual coding.
Can you pm it to me or send me a link to a tutorial?
Here download this game, and the save file from my locker and then just copy the save file into the project folder, load it and try the feather that should already be equipped. I broke through the coding and threw a few switches since the feather item was never included in the demo. Let me know what you think.
The game can be found here, http://www.rpgrevolution.com/game/zelda-links-awakening_143.html

Thanks! That TLoZ:LA remake looks great by the way.
The system is indeed simple yet very clever.
I think it might work as a base for the system I'm trying to make.

What I would be aiming for is to have different terrain heights (using tile ID) and allow the player to jump up by say one height unit, or jump down to any lower height tile. I'd need to add phasing, diagonal movement and check IDs during the jump, as well as duplicate several tiles on chipsets.

What might pose problem though is to implement aerial actions such as jump attacks, diagonal jump climb, drop kick a la SotN, etc.
I suppose it should be possible by using Pictures instead of battle animations.

Argh! Now I know I'll take a break from Crystalis to work on this.
You can also use variables to track to see if the player can move when jumping and if he can't have it cancel the animation so it doesn't look stupid. As well as terrain ID. Also you could, if you were desperate have it just swap out the tile set to a duplicate of the current one with different passable tiles. Just some food for thought.
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