First of all, as I said, the both ways for cursor (Independent or not) have their positive and negative factors:
--------------------------------------------------------Positive factors of having Independent cursor:1)
The Cursor can be animated, thats for sure.2)
It is easy to configure and edit the cursor's appearance - only a few image files are needed to edit at all.Negative factors of having Independent cursor:1)
The cursor's size is fixed - same size anywhere - both in small and big item slots. The cursor can have its size not being escalated at all. Its size remains same anywhere - regardless of the slots being small or big. This is a problem, because, lets say for example the Kokiri Sword, which is small, will be exactly within the cycle of the cursor, while the huge Biggoron's Sword will, probably, exceed beyond the cursor's boundaries, making the cursor look smaller than the item it selects, and thus it looks unrealistic.
The Kokiri Sword and the BigGoron's Sword with the independent cursor:
--------------------------------------------------------Positive factors of having slot-based cursor:1)
The Cursor can still be animated, I guess. 2)
The cursor's size is flexible - bigger in big item slots and smaller in small item slots. The cursor can have its size being escalated depending the slot of the item it is targeting. A cursor without a fixed size is the best - for example the Kokiri Sword, which is small, will have a smaller cursor size on it, and the huge Biggoron's Sword will have bigger cursor size, making the cursor look realistic.Negative factors of having slot-based cursor:1)
The cursor will take long time to configure and edit. It will be a pain to configure and edit the cursor's appearance - in fact you have to edit EVERY item's icon's image file in the whole Project Zelda Engine - (all the items in Inventory Screen, all the items in Equipment Screen, Quest Status Screen, etc). A true pain.
The Kokiri Sword and the BigGoron's Sword with the slot-based cursor:
We have to choose which one is better and more suitable for PZE.
QUOTE (Chakanevil @ Jul 10 2011, 03:41 AM)
Is it considered double posting when someone else replies between the two, just wondering.
Also silent i think we can do it as you said with the cursor being independent from the items, and script it so the cursor can animate, that's a good idea, also I think mask should be in it's own section, and wasn't there a few Zelda games where you could use the bow and slingshot separate from each other, you could also use the magic bean and deku nut separate from each other, i like the idea to use the din fire, and ether medallion, and I think masks should be in it's own screen.
Aye, ok. although a bit pointless to have both slingshot and its upgrade on different slots, its no problem for me. However, putting Bow and Slingshot on the same slot does not affects an Ocarina of Time-based inventory, where Childhood Link uses Slingshot and Adulthood Link uses Bow - we can still have Bow and Slingshot on same slot - and set a switch to toggle between bow or slingshot as Link travels through time
But as I said, I am pretty fine to give each item its own slot.
QUOTE (Redd @ Jul 10 2011, 08:49 AM)
No, it is not! They aren't together
And actually, you are allowed to double post here, but don't do it to make us mods mad or anything like that or bad things will happen!
This is looking really good guys! I would download it, but I don't have a current use for it
keep at it!
Oups - I'm sorry, my dear Redd
for the doubleposting, hehe I guess I was "engrossed in my thoughts" that I didnt realized it.
I am deeply sorry and I will be more careful from now, hehe thank you
QUOTE (Chakanevil @ Jul 10 2011, 08:58 AM)
thank sas of now im working on the inventory screens, are you sure I thought one of them you could use the bow and slingshot. i do nut magic beans and deku nuts are separate.
O.k. so here's a screen, awaiting feedback, this style will allow 5 extra items slots, 2 on either sides of the bottles, and 4 under the bow, I hope that will be enough for the future or we could end up seeing a bigger screen or smaller blocks, keep in mind that what is used will solely be on the creator's choices, this is an 8 by 6, but it could open to a 9 by 6, a 8 by 7, 9 by 7, or even a 10 by 6 I think would be too much open space.
OMG... excuse me, but let me say OMG!!!
It is so beautiful! I love this inventory screen! Man, I WANT this inventory screen.
Note: Lets also connect/link the 3 slots of the 3 Magical Medallion Spells (Bombos, Ether and Quake spells) and move them bottom-right of the screen, in the positions of Magic Mirror, Lens of Truth and Rod of Seasons, as those Medallions are of not-so-often use, due to their massive Magic Meter consumption.
I like your idea to add a Mask Screen (similar to Inventory and Equipment screens, etc) to PZE. But I am afraid that the PZE can not support that many masks or costumes....Why Project Zelda Engine can not support masks or costumes: EDIT:
Good news! this is no longer true, I investigated it today. The PZE can support as many masks or costumes, as long as we can do a small trick with a variable and switch. So I greyed out the text that explains why we cannot add masks or costumes to the game. But you can still read it if you want:While I like your idea to add even more masks to PZE, and create a Mask Screen, similar to Inventory and Equipment Screens, there is a BIG disadvantage. The way PZE handles all those Link's sprites won't favor any Link with mask/costume sprites beside the normal/Unmasked Link.
What I mean? I will try explain this technical issue with as good english as possible:
All those green/brown/snowed shrubs, the jars of various colors and white/black rocks Link finds in game and is able to pickup, all are designed to show an unmasked, uncostumed Link.
We assume that a Masked Link can still be able to do common actions such as picking up objects (like rocks, jars, shrubs), right?
Then we have to create versions of Link who at same time wears masks/costumes and he does all those stuff mentioned above: pick up rocks/jars/shrubs while wearing masks/costumes.
But the Project Zelda Engine only supports up to 49 different object slots (ItemID variable) of Link-Holding-Jars/Rocks/Shrubs (providing that Link is unmasked and uncostumed). Why? That is because the Rocks, the Jars and the Shrubs are relying to a special event located on bottom-left of every map called Thrown Items or something like that. And this event has 99 Pages limit (2 pages needed per signpost, shrub, rock, etc). Since we need 2 pages for every item Link is allowed to pick up, it is 99/2 = 49 in fact. So the PZE can support up to 49 different kinds of rocks, shrubs, statues, jars, etc (and all of the 49 are for the unmasked/uncostumed Link to pick up and hold (sprites of Link who hold a object)). Lets say 1 of the 49 is White Small Rock. 1 more is for Green Shrub. One more for Red Shrub. Another for Pot/Jar of specific pink color. another is him holding a signpost. etc, etc, etc. So after all there are 49 object slots available for unmasked/uncostumed Link to pick up in the game's world and throw.
But, we wanna add Masks in Project Zelda Engine. So lets say we are gonna create a masked Link. A Link who wears mask and at same time is holding a Green Shrub. Or a Link with that mask, holding a Brown Jar. So we have to create a version of all those 49 items for a Masked Link. but due to the 49 slots limit, we have to divide the 49 slots of pick-able items between Masked and normal Link: 24-24 for each version of Link (Masked Link: 24 and normal Link: 24 for Masked Link.). But, only 1 mask in WHOLE Project Zelda Engine? I don't think so! We want to add more than 1 mask in the game, don't we?
If we wanna add more masks in the game, and every next mask has to get some of the 49 slots shared between normal Link and Masked Link (who has the first mask). And, lets say, we add 4 more masks. So lets see what we have: 1 Unmasked Link + Link with first mask + 4 more Links with their own new 4 masks each. = 6 different Links in total.
So the available sprite slots from 49 (all originally intended for unmasked Link) will drop drastically to 49 slots / 6 Links = 8 objects availaible for every Link to pick up in the game's world! ! So normal unmasked Link can hold up to ONLY 8 different shrubs/jars/rocks in the WHOLE game, (same for the 5 masked Links too) So we are limiting drastically the variety of shrubs and rocks, etc in the game.
So we at least keep the:
1) Green Shrub, needed for Summer & Springs
2) Dead Brown Shrub for desert/canyons/graveyards - or other areas that have dead flora/trees
3) Red Shrub for Autumn,
4) Snow-Covered Frozen Shrub for Winter
5) A basic Rock
6) A basic signpost
7) A basic Jar
8) A Giant Rock.
So if we wanna, -for example- create a Barrel which Link can lift and hold in his hands and throw it much like the Rocks, Signposts, Jars, etc, we cant. Because there are no more free object slots anymore - rest of slots are given to Link with Masks holding the same items as the normal Link (Green Shrub, Brown Shrub Red Shrub White Shrub, Basic Rock, Basic Signpost, Basic Jar, Giant Rock)
But all that it is only 5 masks and a normal Link. Who will be happy with (still) so few masks in the game? -_- So why not adding 15 more Masks to PZE? If we get 19 masks in total, then each Link (both masked and unmasked ones) will be 20 Links in total. (19 with Masks and 1 without)
So we will only have 49/20= 2 objects pick-able in the game's world for every type of Link! So we have to reduce the following List to 2 from 8:
1) A basic Shrub
2) A basic Rock
So this means goodbye to the big variety of items for Link to pick up in the game's world! Good bye to the snow shrubs of the beautiful Seasons System we added to PZE, as we no longer can have 4 different season-based shrub colors, etc. Now the whole game's world will only consist of brown rocks and a basic green type of shrubs anywhere! Do not mention that even and the desert and snowy mountain peaks will now have a green shrub, which is out of environment, and not so realistic instead of desert brown shrubs and Snow-covered frozen shrubs!!. Masks = No more a variety of Shrubs, rocks, etc per region or geography or per season!
You get what I mean
That is why I was hesitate to add masks to the PZE when people asked for them. Because adding masks could sacrifice the variety of pick-able items/objects in the game's world.