The Legend of Zelda
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@Juggalo_Jesus this is what I mean by "One frame", btw.
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@Juggalo_Jesus In the example that I have shared the way I did it was using the Sprite engine but animating it myself by switching the image. So something like this:
ship = createSprite() shipImage = [] // loadImageData using uploadImage() // In this case there are 3 frames shipImage[0], shipImage[1] and shipImage[2] ship.ImageNo = 0 ship.FrameCount = 3 tick = 0 loop clear() if tick % 10 == 0 then // update every 10 cycles setSpriteImage(ship, shipImage[ship.ImageNo]) ship.ImageNo = (ship.ImageNo + 1) % ship.FrameCount endif updateSprites() drawSprites() update() repeat
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@Juggalo_Jesus I had the same issue but if you use the tiled sheet on the editor draw your sprite then drag out another box copy paste then your creating your animation
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@pianofire This code is looking promising and more like what I'm looking for. I'm going to try to apply this to what I've got and get it running and see if it's what I'm looking for. Thanks for the input and if it works I can't thank you enough.
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I am having problems implementing that code, I'm not entirely certain WHY yet either but just because the animations aren't working yet I am not willing to quit working on this. I am spending my free time making art and working on other aspects of the entire project until I can get this figured out.
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Here is a sample of the HUD.
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@Juggalo_Jesus If you share your code I will take a look
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Added the Navi button... This is starting to look promising. (I have the assets for the Ocarina of Time 2Ds items already, ready to port over.)
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Do you still need to individually type in all the arrays for each graphic?
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@lawyerlounge yes, sadly, but it kind of feels like I'm playing Minecraft.
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@pianofire sharing the code is an issue for me because I don't want Nintendo to say I am sharing the intellectual property and hit me with a lawsuit. I'm fine with a cease and desist letter if it comes to that but I'm afraid if I share the code it will be a full blown lawsuit in the works instead of a cease and desist letter instead.
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@pianofire I will create a sample project of what I'm doing and what I need done with custom drawn sprites using this method but will be unable to share the code to this due to it containing the Nintendo characters.
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There's no way Nintendo will notice or do anything about it right? Its not like your selling it or trying to mass produce it or anything.
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@lawyerlounge in essence, you COULD be right, but we could never be sure what would make Nintendo go for their ninjas. I'm trying to be as careful with this as possible because people have been wanting to see OoT 2D for YEARS now and if I'm the one that produces it single handedly that's going to be a BIG ego boost for me being a novice coder.
I just want to play this one on the safe side, personally, and see no issue with keeping the code to myself and recreating a situation that would basically be the same situation I'm facing without distributing code containing copyrighted characters in any form, shape, or manner.
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@lawyerlounge for all we know Nintendo has already seen this or caught wind of it somehow, which is unlikely in my opinion but ANYTHING is possible. I just feel I should play it safe with this thing considering that the OTHER Ocarina of Time 2D that I have been watching for years has been frozen in its tracks for quiet sometime which means Nintendo probably karate chopped it out of existence like they did the Legend of Zelda live action movie.
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Isn't there no way to create any save files for games we make? I wanted to make a big (more ambitious game) but I thought I read somewhere on here that we wouldn't be able to make longer story oriented games because their is no way to save the games progress. I think SmileBasic/PetitComputer had some sort of save writing and loading feature but not sure about F4NS.
Either way how do you think you can navigate around that if it is indeed an issue?
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@lawyerlounge Yes there is. It is a bit basic at the moment. Each program has it's own file where text data can be written and read back. I did an example of how to write variable length data (such as an array of strings) to the file here: https://fuzearena.com/forum/topic/70/hints-and-tips/10.
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@lawyerlounge I was wondering the same thing for this project as well so thanks for asking this question.
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@pianofire and thank you for this response.
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@pianofire is there anything in the pipeline for a more advanced and streamlined way of having saves? The workaround you referenced and that I remembered sometime ago seemed to work, but more so for a more basic "arcade-y" kind of game with more simple things that need to be stored and recalled, right?
Or am I simply too much of a novice and that system can be used to remember how many coins/gold you have, which gear you have obtained, quests you have accepted vs completed, your coordinates among a map for the last time you saved etc.
could it handle those type of scenarios?