Zelda: Engine Help

Blitz3D Forums/Blitz3D Beginners Area/Zelda: Engine Help

FBEpyon(Posted 2003) [#1]
Hello,

Im new to the programmin world, well not that new, but I just started getting serious about it. Anyways im tryin to make this Zelda Fangame using Blitz3d in 2D, but I don't really know where to start. I have some things programmed like Link's moving around the screen and stuff, but I don't know how to combined it to the HUD, or the World Map (If someone could help me, like the tiling engine, and maybe get me started on a editor...) with out Link blinkin or there being a slowdown.. please help me!

:EDIT:

Also I have a question about when your done and combined the graphic files, and external *.bb files into one file or graphics in one and *.bb in another

Also one more thing, how to I load a large sprite sheet thats more the just one high exp: 16x128 each frame 16x16 is what I have now, but I want my charture sprite to work off a 128x256 with each frame 16x16 please also help on this

Lord FBEpyon


Psycoach(Posted 2003) [#2]
Hello,

I am not that old in Blitz programming either ;-)

- You will find an excellent tutorial about the use of tiled worlds in Krylars book : "Learn to programm 2D games in BlitzBasic". You can get this book at www.blitzcoder.com.
Their server is down at the moment because they are moving, but it should be back in a few days.
- You can use Terabits' software "Data Packer" to pack -and encrypt- your data in one single file, wich you can even include in your compiled exe. So far, I have managed to pack and include my game datas, but I can't read them anymore then : if someone can tell me how to use this, I'd be very thankfull
- As far as I know, your sprite sheets don't have to be stripe-shaped : Blitz can cope as well with the loading of 4 16x16 sprites from a 64x16 as from a 32x32

When you are so far that you want to change the exe icon of your programm, let me know : I guess this question has been asked 1 billion times, but I don't find where it is explained ;-)


injeevious(Posted 2003) [#3]
Store your tile map as an array and for the hud, just draw it last.


FBEpyon(Posted 2003) [#4]
Thanks,

here is my code for link just on movement left...

If Not KeyDown(200) Or KeyDown(205) Or KeyDown(208) Then

While KeyDown(203)

If MilliSecs() > tmrlink_left + 50 Then

tmrlink_left=MilliSecs()

frmlink_left=( frmlink_left + 1 ) Mod 7

End If

If MilliSecs() > tmrlink_head_left + 50 Then

tmrlink_head_left=MilliSecs()

frmlink_head_left=( frmlink_head_left + 1 ) Mod 3

End If

DrawImage gfxlink_left,XB,YB,frmlink_left

DrawImage gfxlink_head_left,XB,YB-8,frmlink_head_left

Flip

XB=XB-1

Cls

Wend


the other question is do I have to put all my drawimages in this line of code, or can I make another set of code.., this code is in a function the is loaded in the main code screen.. please let me know


(tu) sinu(Posted 2003) [#5]
i reckon you should start something abit more simple before you get into deep.


FBEpyon(Posted 2003) [#6]
well thanks for all the help I have my HUD and Link is moving around on the screen just fine the onlything I need help with now is the tiling and mapeditor engines, and combinding the two togeather.