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That might work well for a mod. I'm right now playing around with modding terrain and learning how to do it. I'm sure we could find someone who might help us with modeling and graphics... We could turn this into a mod if you wanted to I think. If you want to make it a mod though you should decide that now instead of 50% in, because at that stage you would have to redo tons of stuff to make it compatiable/use the mod features. So if you want to make this a mod you should decide now.
Eeek! My mod knowledge is like = 0, so if we need to start with a mod from the beginning then I guess we will have to do that. I have a few questions though, if we did make a mod would it be able to be played without the mod as well as with it? Sry i'm so ignorant to the whole modding category!
Btw I will sign you up for Modding / Triggers when the project starts. I am probably going to start soon, I'm just eager to get my other map finished. Message me, or tell me your sn's, so I can msg you. I can email you the tilesets if you want. I also have every zelda .mid and .wav. I expect this game to be about 10-15 mb's btw, anyone who is interested in size. If you think that is big, then download a full zelda game from some noob rpg making site. There terrible and the size is twice that much.
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Locations won't be a problem. You could just use Tuxedo Templar's annon Grid System, you can make the whole map using two location but that wouldn't be smart because you'd have to do over 5000 triggers to contemplate the locations.
Never played, unless thats the one with the river? I have made my own systems though using grids, no worries here.
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First things first, being a programmer won't do you any good.
Visual Basic cannot create a map. Starcraft maps are written on an MPQ, and by modifying the MPQ directly it would take years to make a map that way.
I beg to differ my good sir! Being a programmer lets people try to find solutions to problems that other coding languages allow you to do. Different ways past restrictions to put another label on it. Also, I had no intention of coding it in VB, i'm using SCMD2, I <3 the trigger editor. You can get things done fast, and you can type in all of it.
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Initially, Starcraft Maps by a minumun use the same amount of strings as the amount of units. Therefore string will be a problem for you if you decide to make it a multiplayer game where all 4 players do things differently.
I don't understand what your getting at. I really don't think it will be a problem... I've made many maps using strings, and as long as you dont change the name of switches or locations, and have comments or that crap, typically you never run out of strings. Plus, we can recycle all messages very easily.
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You cannot create a text box like in the Zelda Games unless to actually create characters like | and _ and put those around your text.
Cannot is so binding =D. For a while I have neem thinking of a way to make a cool text box, and although I don't know if it would work well, I have made a few solutions. The first would be to use the bottom portion of the map. You could make it all black, and when a message appears you could make an animated message box move up. Then the message would appear in the minimap. I haven't tried this yet, but it seems like it would be hard, and small to read. As of now I am trying it in my current map, but I haven't seen if it works yet. Another wacky solution I was thinking of, was using air units. The message would pop up, and literally like 200 + observers would fill the center area, (Making it blurry) and then another unit could fill the outside. I was also thinking of using arbiters around the border of the message box, then filling the actual message box inside with lots of cloaked bc's. This way, when the message appeared, it would like like an actual message box. You know what I mean?
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You know how when you get to the edge of the screen, the screen moves into the next panel while your guy waits to move? But first I need to ask you something: do all 4 guys stay in the same area, or can they go into separate areas?
Damn! That single message gave me SUCH a good idea. Instead of one 20x12 screen, we could have 4. When in another area as another person, then they would show on your grid as well. That would be soooo awesome. Plus, we could make an additional minimap to be placed on the minimap, so ppl know where others are. Too confusing?
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Elaborate please
Hmm... well as we all know, unlike most rpg's the infamous link is not bound to a grid, even though his world is often built on a 16 x 16 or 32 x 32 grid placement. So, of course he himself would not be located on a grid. However, when he does special moves, like the hookshot, he will be needed to be moved across the grid, in order to move to his desired location. Make sense?
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Sadly, I dislike the idea of a larger grid box that size. You can only fit in about 20 different "areas" and have room for everything else. Have you ever played the Original Zelda? You can buy it for the Gameboy Advance. You should look at how their screens work. I prefer that over the large screen because there's easier terrain, many more areas to work with, and nice and small. (yay!)
Ok then sense you guys think a smaller screen is better, I guess we will use a smaller screen. However, the screen will be 30 x 30 even if we do use 4 different boxes. Even though this is true, we can limit most areas to a 20 x 12 box by placing buildings and turning on certain triggers. When theres a town like the infamous kokiri village, then we will open to the 30 x 30. Btw, I have beaten the original zelda three times. All three on the NES!