The Legend of Zelda
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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? -
@lawyerlounge We have kind of hijacked someones thread here. Yes it could handle all of these things but it would be a bit clunky. I would think that in the future there would be some kind of json serializer built in that would make it easier to save and load more complex data. There is a lot of stuff in the pipeline at the moment so I can't give you a timescale I'm afraid.
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@pianofire hijack all you need to. Anything that can possibly help (such as savefiles) in the future is definitely welcomed and could eventually end up being implemented in this project.
As stated I'm going to be busy hashing out the imagery for this in the near future so some good reading material in the meantime definitely won't hurt.
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Also for anyone who understands the arrays that I am using to build my artwork I would like to let them know it is basically just ASCii art being implemented into an array. I'm pretty sure very complex/ detailed imagery can be hashed out using this method in a very short amount of time but it's up to anyone that tests my method of drawing the imagery to figure out how to animate these things properly.
You can convert images to ASCii art easily. You then take your ASCii art and copy/ paste it into a notepad and "Find and Replace" each of the letters used in the ASCii art with whatever color you are using in your arrays. You then type it out into your array on Fuze4 and you have a very detailed image in no time.
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@Juggalo_Jesus that does sound like fun like a color by number type of thing. This thread so far has definitely inspired me to try and make an rpg game I've had on my mind for a while, and its cool to see different approaches for displaying graphics on the screen as well.
I hope you can figure out the animation process for this method.
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@lawyerlounge I'll get it figured out eventually... I can already animate one frame using an if statement but then it hangs on what it animates over to so if my knowledge of coding in general increases I'm sure it's going to get done.
And yeah, it's basically a color by numbers game at this point just to draw the graphics. I makes it feel less like "work" and more like some type of game I'm playing so I've just been Googling pixel art to get ideas of fun projects to make using this method.
Kind of like...
This Raikou (from Pokémon for anyone who doesn't play the games) I drew just for fun.... I didn't have the names of all of the colors until a few minutes ago but now that I have that I can add more detail.
(I have a Breath of the Wild 2D Sprite of Link, as well. Google is terrific for finding pixel assets that can be drawn using this method.)
I'm going to code a sample project of sprites soon using this method so we can tackle the animation issue behind it all. I might just take some of the sprites from the built in assets and code them this way just to be on the safe side of copyright issues and to make it a little easier on my behalf on not having to hash out completely original artwork off the top of my head for this.... Once I get that done I will share that code with anyone who wants to try to get it animated.
Thanks again everyone for keeping this thread alive as well. The input keeps me motivated to continue working on this project.
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@Juggalo_Jesus I just noticed that that Raikou actually isn't "perfect" just now. Pixel art is so finicky.
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can't you also draw them pixel by pixel in the image editor though? Or is it just hard to get them implemented after drawing them for some reason?