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Thread: Solid Objects in my Zelda Game (Picture inside)

  1. #11
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    Konidias's Avatar
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    Re: Solid Objects in my Zelda Game (Picture inside)

    I think it would be better to just make a custom movement instead of using built in movements. If you want to mimic Zelda style movement, it's the best way to go in my opinion.

    You can make custom movement with backdrop collisions using a single active and less than a dozen events using fastloops. I have scripted a Zelda: A Link To The Past custom movement in MMF before, complete with sliding around corners, grabbing, and sword swinging... I could possibly reduce the project down to the bare essentials and then upload it if anyone wanted to take a look.

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    Re: Solid Objects in my Zelda Game (Picture inside)

    That's pretty cool that you made a Zelda 3 engine.

    How would you handle the scrolling for Zelda 1?

    The status bar on the top of the screen is always there, it doesn't move, hence it is static. So, in the frame editor, do I make the level like this?



    Or like this?



    Because from what I saw of a Megaman engine, it looks like you have to program your own scrolling in MMF2. I'm thinking that I might have to make the levels like in picture 2, and then somehow program the scrolling to keep the status bar stationary on the top of the screen, while only moving the dungeon rooms.

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    Re: Solid Objects in my Zelda Game (Picture inside)

    Yes - you could put the status bar on a different layer (press Ctrl+K to open the layers toolbar) above the one for the game, and set that layer to remain stationary no matter where the frame scrolls. Then, when the player enters a door, move the scrolling position to the centre of the new room, and the status bar will follow.

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    Re: Solid Objects in my Zelda Game (Picture inside)

    Quote Originally Posted by RetroRain
    How would you handle the scrolling for Zelda 1?
    There is a zelda widget that may help with ideas for the scrolling.
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    Nivram's Examples -Need extensions? Send me a PM.-


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