Legend of Zelda Demo v0.52.6 released
Posted on 27 January 1999, 05:46 GMT
Sam Heald has released the Legend of Zelda Demo v0.52.6 for the TI-82 (Ash), TI-83 (AShell83), and TI-86. This new version adds a shield, an octorak enemy, increased hit points for the bosses, four directional sprites for enemies, a larger overworld, and fixes numerous bugs. The level development is now being headed up by Derrick Ward. A final release should be available in mid-April.
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The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.
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Re: Legend of Zelda Demo v0.52.6 released
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Cyberllama
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Now perhaps I am an idiot, but i was under the impression that the 82/83/86 version was made by the same person/people that the 89 version is. If this is the case, where is the new 89 version? I hate to sound like i am demanding; I am merely wondering.
Or is it that the 89 version was a version ahead and now they are all catching up? I have no idea, fill me in please.
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28 January 1999, 00:44 GMT
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How bout fixing these bugs?
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Weiss
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When "saving" in the dungeon by pressing clear, and continuing, the enemy revives and kills me quickly!
Also, it would be nice if Link could automaticly move to the left or right if withing 4 pixels of the edge of the walls...
Also, when using the sheild on the monster while it's on the left side of the screen, the monster "dances" about the left side of the screen.
Other than that, it is a great game, I can't wait for final release, or the "bigger overworld" demo anyway.
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28 January 1999, 02:53 GMT
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Re: Legend of Zelda Demo v0.52.6 released
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JBrett
(Web Page)
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I think this is a nice game, the only major flaw I see is the total lack of sprite masking. I think if you masked the sprites, it would have a much better look. Anyways, nice game.
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28 January 1999, 03:07 GMT
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Chill...
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Kupare(Eugene)
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some of you are takin this way.... too far...
just games for your calcs d00ds.... the programmers
have NO need to go to your every whim i.e- WHERE IS THE 85 VERSION FOR REAL MAN and On my gameboy... The programmers are doing this either
out of intrest fun or some other miscellanous reasons. Sure bug reports are fine but whining is unacceptable. Games like this are really hard to program especially when they are bugged constantly about ports and such. If you want a perfect zelda game tell ya what.. get about 70 dollars and head down to your local funcoland store pick up a gameboy for like 40 dollars and zelda for 20. Talk about a no brainer... As for braggin about having a cetain better calculator...
whats so macho about that? You must not have any life at all.. I mean not all of us have bill gates for daddy and steve case for a mommy...
course this is a ramble if you couldn't tell already... I don't care about your opinion to my opinion you can disagree with me..you can flame me
but you can't change me mind!
P.S. Keep up the good work!
P.P.S This is my own narrowminded naive ignorant view! Be warned!
P.P.P.S I am not some of those other eugene's here!
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28 January 1999, 06:04 GMT
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Re: Chill...
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David
(Web Page)
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Hey, Bryan...can you please get rid of this 15 character limit, or at least extend it a bit? Putting spaces in words is getting pretty annoying...
Anyways on to the subject of this message.
Eugene: Are you that same guy who wanted the
83+ "ported" to the 86? The spelling of "d00d"
makes me suspiciou s...
I agree with you, tho...program ming something like
THIS must be hell on a programmer (even experien ced ones.) The people who should be complaining are the good ASM programmers, because then THEY can back up their complaints with fix-it hints and possibly even code snippets.
And now to contradict myself!
Is there a more "technical" reason why changing sprite size from 16x16 -> 12x12 or even 8x8 would be a major problem? From what I see
(and bear in mind, the largest ASM project I've ever undertaken involves poly nomial factori
zation...a very simple operation, by all means) sprite size change would involve changing the sprite routines (a bit), drawing routines (a bit more), and possibly movement routines.
Oh well. *Awesome* game in any case, and yet more proof that good TI-82/83 ASM programm ers aren't dead...yet.
--David <-http:// welcome.to/ SITW->
Without the spaces, of course.
<nudge nudge wink wink...>
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28 January 1999, 06:42 GMT
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GAMING STAFF NEEDED!
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Terence Lindsey
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(This has nothing to do with Zelda, but I need help on a game I'm designing so I came here)
Currently, I have all the designs and plans drawn out for a killer 3D RPG for PC. Currently, I've writing the 3D engine for it, but I need staff to help me with this game entitled, "Dark Nightmares: Summoning of Inferno". This is just a temporary title, though I may change it. Please, if you are interested on being apart of the staff, contact me. If anybody can get me a server to put up page and setup beta tests of the game on, e-email me. I need 4 other computer programmers on my staff (C++ prgrammers using Visual C++, I'm using VC++ 6 Professional), plus at least 4 3D artists, musician and sound designer. Also my ICQ number is #22798255.
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28 January 1999, 19:27 GMT
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