Recent Posts

Pages: 1 [2] 3 4 ... 10
11
General discussion / Re: Design of graphs of dungeons
« Last post by Diarandor on April 19, 2017, 08:16:01 am »
An interesting remark is that when you have a key and a multiple choice of doors to unlock, the graph may become different depending on that choice (that is not completely the case in key cavern of LA, though). This is easier to see if we allow to have color keys and one color key gives such a choice; with color keys the graph thing could even become much more complex, depending on the choices.
12
General discussion / Re: Design of graphs of dungeons
« Last post by Zefk on April 19, 2017, 07:54:51 am »
I am gonna take notes on these videos. I think information like this would be very useful in the game development section of the book I am working on. Also, I could add more ideas to the brainstorm post.
13
General discussion / Re: Design of graphs of dungeons
« Last post by Renkineko on April 19, 2017, 07:42:08 am »
In Breath of the Wild, there is a lot of "Find your path" in the dungeons. There is no main item because you get them all at the start of the game, but there is still a condition to unlock new passages.

Very interesting channel. I watch a lot of video yesterday, not only the Boss Keys one. I love how he draws the graphs in the end, very clear and smooth. I'm wondering what he'd think of the Mystery of Solarus DX (and XD) games :) clearly, the 6th and 7th dungeons are a lot of find your path, while others are just follow the path. Maybe these games are too close to ALTTP to really break the formula he establised for this one.
14
General discussion / Re: Design of graphs of dungeons
« Last post by MetalZelda on April 18, 2017, 12:14:10 am »
What I kept from this is backtracking, main item and boss for 2d, main room, main item and boss for 3d, also exploration, fighting enemies and play around with the main item.
The funniest level design is Twilight Princess, which speaks for itself.

But again, it really depend on how you see and how you'll design a certain dungeon, i mean, in a Link Between worlds, the main item is deleted to focus on exploration, same in Breath of the Wild.
15
General discussion / Re: Design of graphs of dungeons
« Last post by Ezka on April 18, 2017, 12:11:22 am »
I love how he breaks down the dungeons. I have seen everyone of those videos he has made. I definitely recommend checking them out.
16
General discussion / Re: Design of graphs of dungeons
« Last post by Diarandor on April 17, 2017, 11:23:03 pm »
This video (about Link's awakening) is really nice too:
https://www.youtube.com/watch?v=AezAN2RcO8Y

This guy has made analysis of the dungeons for most of the Zelda games; I think these are worth it to see if you are developping a Zelda game.
17
Development / Re: About color text dialogs
« Last post by Diarandor on April 17, 2017, 09:48:09 pm »
@wrightmat: Yes, I modified Christopho's script to allow displaying a sprite and choosing its animation.
Your idea that allows passing the name of the NPC is really good too; it is a nice feature to add to the scripts.
18
Development / Re: About color text dialogs
« Last post by MetalZelda on April 17, 2017, 09:39:07 pm »
MetalZelda, I added the dialog_style options to my dialog box - I actually had forgotten this wasn't standard.
Code: Lua
  1. function game:set_dialog_style(style)
  2.   dialog_box.style = style
  3.   if style == "wood" then
  4.     dialog_box.box_img = sol.surface.create("hud/dialog_box_wood.png")
  5.     dialog_box.end_lines_sprite:set_animation("wood")
  6.   elseif style == "stone" then
  7.     dialog_box.box_img = sol.surface.create("hud/dialog_box_stone.png")
  8.     dialog_box.end_lines_sprite:set_animation("stone")
  9.   else
  10.     dialog_box.box_img = sol.surface.create("hud/dialog_box.png")
  11.     dialog_box.end_lines_sprite:set_animation("default")
  12.   end
  13. end

I also recently added the ability to pass, for example, an NPC name to the dialog box so it would display above it. This might be a useful feature. I also know someone (maybe it was Diarandor?) added NPC images to the dialog box, which could be a good standard feature.

You are right, yet, I explained that set_dialog_style only recreate a new surface with a different graphic  :P
19
Development / Re: About color text dialogs
« Last post by wrightmat on April 17, 2017, 09:08:14 pm »
MetalZelda, I added the dialog_style options to my dialog box - I actually had forgotten this wasn't standard.
Code: Lua
  1. function game:set_dialog_style(style)
  2.   dialog_box.style = style
  3.   if style == "wood" then
  4.     dialog_box.box_img = sol.surface.create("hud/dialog_box_wood.png")
  5.     dialog_box.end_lines_sprite:set_animation("wood")
  6.   elseif style == "stone" then
  7.     dialog_box.box_img = sol.surface.create("hud/dialog_box_stone.png")
  8.     dialog_box.end_lines_sprite:set_animation("stone")
  9.   else
  10.     dialog_box.box_img = sol.surface.create("hud/dialog_box.png")
  11.     dialog_box.end_lines_sprite:set_animation("default")
  12.   end
  13. end

I also recently added the ability to pass, for example, an NPC name to the dialog box so it would display above it. This might be a useful feature. I also know someone (maybe it was Diarandor?) added NPC images to the dialog box, which could be a good standard feature.
20
Development / Re: About color text dialogs
« Last post by MetalZelda on April 17, 2017, 07:14:30 pm »
I think both of our idea will be useful for other, dialog style and positionning is kinda easy to do

Code: Lua
  1. if dialog.position then
  2.           local pos = dialog.position  
  3.           if pos == "top" then
  4.             y = 24
  5.       elseif pos == "middle" then
  6.         y = 88
  7.       else
  8.         y = 144
  9.           end
  10.           self.box_dst_position.y = y
  11.         end

Of course, this example assume that you are constantly using a 240 height resolution

Code: Lua
  1.         if dialog.style then
  2.           game:set_dialog_style(dialog.style)
  3.         end

game:set_dialog_style (if not defined) just change and reload a surface.
Pages: 1 [2] 3 4 ... 10