Staredit Network > Forums > SC1 Map Production > Topic: The Legend of Zelda
The Legend of Zelda
Feb 22 2009, 12:11 pm
By: Elvang  

Feb 22 2009, 12:11 pm Elvang Post #1



The Legend of Zelda.scx

This is going to be a complete conversion of The Legend of Zelda on the NES. Todo list items will be added/expanded upon as I finish old items. If you find any bugs I have not mentioned, please post your mineral and gas count along with the report. Also, if you know a tile that is better suited to represent the <insert environment item here>, post it's index number and I will consider it.



Todo
DONE WORKING ON TO BEGIN DROPPED
  • Environment
    • Map Tile Transitions
    • Hidden Entrances
    • Caves/Buildings
    • Dungeons
  • Enemies
  • Items
  • Combat
  • Enemies
  • Movement


Devlog
2 Entries



Media
1 Item



Downloads
Old[attach=2963]
New[attach=2971]

Post has been edited 7 time(s), last time on Jan 8 2012, 8:07 am by Elvang.



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Feb 22 2009, 2:11 pm Pigy_G Post #2



Looking good, I know some other people who were trying to make a very similar zelda map, hopefully you don't drop it like it seems they did. If you want testing, feedback or ideas. I'm here for ya.

Edit: I just played the map, Holy crap, I think your one of the two guys I remember making this. The waterfall triggered my memory, I remember when I first saw it, it was just a line of water. I told you to add the hallucination puff and observers I think. Btw you might wanna change them to wraiths or give the obs speed upgrade.

Post has been edited 1 time(s), last time on Feb 22 2009, 2:18 pm by Pigy_G.



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Feb 22 2009, 5:27 pm Moose Post #3

We live in a society.

I still say that the NES Zelda is my favorite one. I looked at the screenshot of the terrain and was impressed with the look and accuracy of it.




Feb 22 2009, 8:50 pm BlueWolf Post #4



I like how you made Hyrule field large, not just focusing on dungeons and such. Hyrule Field is fun to roam around in. I remember playing zelda ocarina of time, and I accidentally found a mailman running through the field. I don't remember much of the game however. Will this have a hookshot?



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Feb 22 2009, 9:35 pm Moose Post #5

We live in a society.

Quote from name:BluEditor
I like how you made Hyrule field large, not just focusing on dungeons and such.
He didn't "make" it large. It is a extremely accruate replica of the overworld in The Legend of Zelda.

Quote from name:BluEditor
Will this have a hookshot?
There was no hookshot in The Legend of Zelda.




Feb 22 2009, 10:08 pm Syphon Post #6



This looks really good. It'd be incredible if someone remade Oracles or Links Awakening like this.



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Feb 22 2009, 10:13 pm Demented Shaman Post #7



This looks really interesting. More information please :hurr:



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Feb 22 2009, 11:12 pm Syphon Post #8



Question: Have you scaled the screens to be the size of SC ones, and will center the screens like Zelda games do?



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Feb 22 2009, 11:33 pm Kaias Post #9



I have to suggest making the transitions smoother by having the unit walk into the new frame, rather than just being teleported in.

Other than that, this map looks like it'll turn out awesome.



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Feb 23 2009, 12:15 am Pigy_G Post #10



Quote
I have to suggest making the transitions smoother by having the unit walk into the new frame, rather than just being teleported in.




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Feb 23 2009, 1:18 am Elvang Post #11



Responses below. Updated the map, meant to reply earlier but I got distracted testing things.
Responses


Post has been edited 1 time(s), last time on Feb 23 2009, 2:55 pm by Elvang.



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Feb 23 2009, 6:33 pm Riney Post #12

Thigh high affectionado

LINK...HE COME TO TOWN...COME TO SAVE...THE PRINCESS ZELDA...

You knew it was coming, anyway good luck on this, tired of seeing that crappy Zelda Ocornia of time map, and its HORRIBLE accuracy toward its actually game.



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Feb 23 2009, 8:41 pm HailFire Post #13



Will this include the dungeons from the game as well? Have you found a way to replicate the "Sword-beams at full health" mechanic?



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Feb 23 2009, 8:44 pm Heinermann Post #14

SDE, BWAPI owner, hacker.

Apart from some minor movement bugs, it's really something. It's a really good example of using the new EUD to detect key presses. In single player, the screen actually slides to each area, but the mouse gets in the way. In multiplayer the screen teleports, but the mouse can be moved. I hope this can be played in a replay where game actions are not required. This way friends can chat while playing individually.

I suppose this is something to report?
[attach=2981]

Some suggestions for the movement:
+ Give more control over the movement, instead of moving ~1 tile for each key press detection, try moving as small a space as possible.
+ Move a unit to determine if the terrain is walkable. Center on this unit and move there instead. (This will avoid the player's unit AI to try and "walk around")
+ Of course, order the unit to move to the next screen instead of teleporting it. (Disable input during this process)

Also, should those goliaths be facing forward? Move them one tile back for player 9, and order each one up and give it to player 12. Set invincibility if it's not already.

Attachments:
stuck.gif
Hits: 0 Size: 106.02kb




Feb 23 2009, 8:45 pm Echo Post #15



Wow! I'm really impressed with the terrain. This map looks like it's going to be great! Good luck!



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Feb 24 2009, 4:09 am Elvang Post #16



@HailFire: Yes, dungeon interiors are next after shop/cave interiors and exterior to interior teleportation. I plan on adding every feature from the game I can, including the sword-beam.

@Heinermann: Gives you much more freedom than screen detection. All of the triggers in the map currently can be switched to 7 players and still work with no errors, and I've considered releasing a multiplayer map with non-shared EUDs and a replay to play it with but I never got around some of these problems. The Stuck! appears if the Anti-Freeze trigger (misaligned grid) ever activates, one or two displays of Stuck! are fine, but if it continues to spam it then you really are stuck.

I've actually got on my todo list 'test mobile grid based on interceptors' to see how small I can make it. Going to add the burrowed unit bit once I've got exterior to interior movement done. The teleportation to next screen is there so that I can add changeable terrain, most of the caves you see on the map right now you'd have to bomb first to access. Added Goliath direction to list things to fix.

@Echo && Dark_Marine: Thanks.

EDIT: I've been misreading the screen transition suggestions :hurr:. Once I add the changeable terrain I'll change the transistions.

Post has been edited 1 time(s), last time on Feb 24 2009, 10:30 am by Elvang.



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Feb 24 2009, 4:23 am Kaias Post #17



Quote from Elvang
I've actually got on my todo list 'test mobile grid based on interceptors' to see how small I can make it. Going to add the burrowed unit bit once I've got exterior to interior movement done. The teleportation to next screen is there so that I can add changeable terrain, most of the caves you see on the map right now you'd have to bomb first to access. Added Goliath direction to list things to fix.

Here, I'll save you some time.

Quote from Kaias
The first unit is created exactly in the location center; the units after that displace and are snapped to a ¼x¼ tile grid- placed progressively counterclockwise (at first down) along this ¼x¼ tile grid; which is why where it begins matters.

Which is why you can never get more defined than a ¼x¼ tile (8-pixel) grid with mobile grids.




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Feb 24 2009, 5:37 pm Elvang Post #18



Will upload map/update 1st post later; changed screen transitions, tried different methods of getting Goliaths to face a certain direction (none work 100%), and exterior to interior is partially done (upload when this is finished). Waterfall effect has been removed for the time being until I can mess with it later and while moving around on the map 'Stuck!' should never appear again.

Anyone have suggestions for getting the Goliaths to face straight down? Ordering them to move doesn't work if there is a unit near them, not necessarily touching each other. Tried having each Goliath individually attacking a ground/air unit, they will turn and face the general down direction, but several Goliaths will get stuck turning and never attack the unit. Changing direction via attacks also takes ~8 trigger cycles per Goliath for ground units, ~14 for air.



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Feb 24 2009, 9:53 pm Kaias Post #19



Quote from Elvang
Anyone have suggestions for getting the Goliaths to face straight down? Ordering them to move doesn't work if there is a unit near them, not necessarily touching each other. Tried having each Goliath individually attacking a ground/air unit, they will turn and face the general down direction, but several Goliaths will get stuck turning and never attack the unit. Changing direction via attacks also takes ~8 trigger cycles per Goliath for ground units, ~14 for air.
@Bold Why's that?

I could get them to face left or up but not down by any conventional method.



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Feb 25 2009, 6:15 am Elvang Post #20



As far as I can tell, the AI thinks that there isn't room for the Goliath. The only Goliaths that wouldn't move were ones that either had a neighbor to the right, left, or down and to one of those directions.



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