The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*, Thursday 22 September 2011 - The Update Patch #3 has been released!
couldn't we edit the dungeon map script so when room Z is overtop room X in the dungeon map, that room x is shown through the holes in room Z?
such as floor 2 room 2 is above floor 1 room 1
then room 1 is shown through the holes in room 2?
First of all, the rooms cannot be selected with the Cursor. The cursor can move only in the Floors bar (on the left of the screen, where F1, F2, etc are) and the items bar (on the right of the screen where items such as map, key, compass, etc are).
I covered the Cursor's navigable areas of the Dungeon Map Screen with a red layer:
As Max described clearly, the rooms wont display holes and other floor features their maps may contain. The Dungeon Map Screen functions just like the ones we see in the ALTTP, LA, OOA and OOS games. - in fact, PZE's Dungeon Map Screen is functioning based on most of 2D Zelda games...
Please don't ask ridiculous things. You are not helping this way.
This post has been edited by SilentResident: Mar 6 2012, 02:13 PM
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
ya drowsing could be the map shows where things are by looking for the the appointed item value such as a heart = 1, so when 1 = true it shows a dot on the map of where it is, and we could maybe use the upgrade features?
see how the floor is seen under the top floor?
Lets think of map Z as in the image above, and Map Y as below
Since on the dungeon map screen Z is above Y then the blue is seen in the holes of red, that's what i was saying about the floor seen below the floor your on.
"Part of Max's notes about how it functions:
In the Dungeon screen's menu file you will notice acouple of options up the top which are pretty self explanatory
Floors = The number of floors in your dungeon Width = The amount of rooms your want going left and right for your dungeon Height = The amount of rooms going up and down for your dungeon
The following ID's must be different for each dungeon, each dungeon must have it's own maps/compasses ect. Map ID = The ID of the map item Compass ID = the ID of the compass item Key ID = the ID of the small keys item Boss Key ID = the ID of the large boss key item
After the options you can then create your dungeon floors. Each floor has a name (B1, B2, F1, F2 ect.) which is named on the first line after the options. After the name you then add in the map ID's in a grid relative to the width and height specified.
EG. Floor B2, with width = 4, height = 3 will look like this
B2 20 20 21 25 22 23 21 26 22 24 21
If there is no map for a cell you can leave it blank like the bottom right example above.
There are also extra tags you can put in the cells by adding a /slash after the floor number. The tags are as follows
down = Door on the bottom left = Door on the left right = Door on the right up = Door on the top map = Dungeon map in this room compass = compass in this room key = big boss key in this room boss = boss room
so then lets use
F5 01
F4 01
since f5 is above f4 f4 shines trough any open gaps?
This post has been edited by Night_Runner: Mar 12 2012, 03:50 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
This post has been edited by Chakanevil: Mar 7 2012, 09:30 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
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Is there an overworld map script added to the PZE, or will I have to just put a picture of a map in the map screen? Essentially what I want to accomplish is making a big map (well, within the dimensions of the map subscreen), and divide the map into chunks that, upon moving a cursor over and selecting, will make that chunk larger for closer view.
In other words, a simple "click a section of map to zoom in once to that selected area", kinda like zooming in with LttP, but without the panning in all directions
Group: +Gold Member
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I know I usually let you guys double post and break a few other rules in this topic (e.g. posting images that stretch the forum layout).
But all good things must come to an end.
It's not just you guys that read this section, so I will be increasing people's warn meter, and if necessary suspend posting privileges of members who continually break the rules.
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question.
This post has been edited by Chakanevil: Mar 12 2012, 06:59 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
At the moment we are working on finishing a shop script similar to OoT and MM, trying to give it as much configuration as possible. Also we've just started working on implementing a new visual equipment script specifically for the PZE and XAS, so things like tunics and masks will be as easy as possible to implement. I'm sure Silent will have a big update in the next day or two.
This post has been edited by maximusmaxy: Mar 12 2012, 09:50 AM
I know I usually let you guys double post and break a few other rules in this topic (e.g. posting images that stretch the forum layout).
But all good things must come to an end.
It's not just you guys that read this section, so I will be increasing people's warn meter, and if necessary suspend posting privileges of members who continually break the rules.
besides if they wanna spam they have their own big ol' forum to spam at :|
OK soz for the wait, here are some samples of our work on the PZE:
The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more! Just navigate with the cursor on the items and select them to purchase them :
The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games.
Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done:
Enjoy!
This post has been edited by SilentResident: Mar 13 2012, 02:12 AM
hey S_R i was thinking perhaps maybe the menu cursor needs a makeover?
This post has been edited by Chakanevil: Mar 13 2012, 06:43 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
my cursor it needs a remake it's a bit blocky and blurry i think.
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
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Posts: 5
Type: None
RM Skill: Undisclosed
I need help, again. so i got the game working, and i copied two common Events to my game. They are "Time System (Day/Night)" and "Time System Update". i added the sound effects and the swiches i needed, so i could add the day and night to my game, i set it up so the time activation swich turned on at start up, but when the game gets to the part where you can move around, i can't. so i have some questions please... In the Game Setup, what is the Startup: Time Activation for, and what is the different between that and Time Activation In the "Time System Day/Night, what is the "Script: $game_system.lights-refresh = true" and if it dosent come with xp, where can i find it sorry for the questions, but i would really like it if you helped me out... thanks!
NR - Please only quote necessary text, for an example see ffomega's post below
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QUOTE (Chakanevil @ Mar 13 2012, 07:45 PM)
my cursor it needs a remake it's a bit blocky and blurry i think.
If anyone is interested, I am currently working on enlarging and implementing the LttP overworld tileset into a fresh map for the PZE just in case anyone wants to make their own LttP-style world maps for the map submenu. So far I have started on only the light world, and am making some slight alterations to the map tiles so they will have automatic shadows as well.
I need help, again. so i got the game working, and i copied two common Events to my game. They are "Time System (Day/Night)" and "Time System Update". i added the sound effects and the swiches i needed, so i could add the day and night to my game, i set it up so the time activation swich turned on at start up, but when the game gets to the part where you can move around, i can't. so i have some questions please... In the Game Setup, what is the Startup: Time Activation for, and what is the different between that and Time Activation In the "Time System Day/Night, what is the "Script: $game_system.lights-refresh = true" and if it dosent come with xp, where can i find it sorry for the questions, but i would really like it if you helped me out... thanks!
The Time Activation Switch turns the flow of Time to ON or OFF. With this switch enabled, the game's Day/Night cycle is enabled and you can enjoy sunny days becoming dark nights and vise verse. Turning the switch to OFF, will freeze the game's time. Good for particular Cutscenes or other events.
The Startup: Time Activation Switch is not necessary for your game. It was made just for the people who want to control the Time in all other maps, without having to manually set it up.
Again, as I said many times, the UP3 is just a awful system to play with. A true mess due to the engine's nature to use only Switches and Variables for running anything in the game - from the Menus to the weapons, and from Events to cutscenes.
I recommend that you wait for the Update Patch 4 since it has alot better Time system, fully configurable, with no needs for switches at all. All what you use is just Call Script Commands, which the Script's readme explains very well how to use them.
QUOTE (ffomega @ Mar 14 2012, 05:04 AM)
If anyone is interested, I am currently working on enlarging and implementing the LttP overworld tileset into a fresh map for the PZE just in case anyone wants to make their own LttP-style world maps for the map submenu. So far I have started on only the light world, and am making some slight alterations to the map tiles so they will have automatic shadows as well.
I will probably do a set of autotiles for this mini project as well
Tell me what you think ^^
lol.... omg. Love it. Really love it. Not only you make it very good, but also it seems very clean with no orphan pixels. You are a cautious tileset maker, from what see.
Hey, could you like to share this nice tileset with the PZE UP4? Could be awesome and can be a time-saver for many people across the world who try the PZE.
This post has been edited by SilentResident: Mar 13 2012, 07:25 PM