Hello, I am Sixxon. I am here to try to explain a possiblity for programmers who like Zelda. A GBA-GB Game creator, Like, Engine001, where you program actors, but since this is much, much easier since it's specifically catered to making a Zelda game. Through text, I'll try to explain the general GUI as best as I can.
Upon starting, you see the sole button New Project (There'd be File-edit-*insert thin here* in the corner, but the main screen would only have that button because you didn't make anything yet"
Upon entering, the Map is white space on a screen next to a bunch of buttons. Instantly, 3 options come up:
Game Boy: Link's Awakening, Oracles, etc
Advance: Minish Cap, Four Swords
3D: Ocarina of Time, Majora's mask
I won't explain 3D. Simply because, I'm not a programmer, and if one were to make this I'd ask him/her to either cut 3D or cater it to programmers (Because without it expecting you to know how to code and model, it would be way too limited unless you could find a creative way around it)
Let's start with Advance.
Selecting Advance would bring up another prompt: Minish Cap Style
Four Swords Style
We'll start with Minish Cap.
Creating a map
As of now, the upper right corner of the screen is the map, the other three are GUI.
To the left or so, multipule options are available:
Below the tabs, a white box with options:
Secret to Everybody
We go to boss for now.
A empty text box appears.
Here's where we put the coding in.
We'll break from this and go into how the coding works.
We'll come back to bosses later.
Now, let's get to the values of everything.
That is link.
That is a tree.
If I wanted link to die upon contact with the tree:
variable AI_Player <contact> Object_Tree= <Game Over>
Now that wasn't that hard, was it? Now, let's get back to bosses know that you know how it works to an extent.
Bosses Part Two
So, white programming box in front of you.
We wanted to make a boss that shoots projectiles and has 9 hearts and does 3 damage.
Let's explain what happened in that confusing little spoiler tag.
The Zelda programming here is just a bunch of math equations . There's other stuff too, which means you put "-equation-" at the start of the programming lines and -equation- at the end.
"AI_(Boss Name) <health> = variable 9"
"AI_*insert name here*" is the same for every AI. At the end, of the programming, it would tell you to name the boss. Make sure whatever the boss name is is the same as the (Boss Name) part. In the programming (boss name) Put hyphens where spaces would be. In the actual name prompt, you can put spaces.
"AI_(Boss Name) <damage> = variable 3"
By now, you should already know that, in the programming, anything that can change is a variable. It's the same as above, except it's 3 instead of nine and <damage> instead of <health>.
So, here's how I think your mind is right now:
"Wait. No. It's impossible. You don't even have sprites. You didn't program the sprites in, did you? Is that simply the end of the boss programming? Heil naw. You don't have anything else. Good Idea, but sadly impossible."
Wait, in time when we get to the sprites, I'll tell you how to link them up with the bosses.
That's it for this post, I'll reserve like 4 down, so, I'm done. Tell me your feedback or whatever, but yeah.
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