Cilerba
the hearts of lonely people
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Please keep this thread on topic by discussing Nintendork's Zelda Engine.
The OP already choose his tool. He already explained his reasons.snipped
Sorry bro, but the STL is bad because you cannot directly control how it allocates memory. No professional game developers uses it because of this. It relies on the heap too much rather than on the stack which is considerably slower. It's not designed for games. It's made for general use. You should read about programming game engines, I have a book (written by the lead of Naughty Dog) that I refer to.
hahaDon't try to suggest something like this.
Yeah the people who made it are in fact experts who have made the entire engine probably in C++. The industry standard.
at the college level you shouldn't be learning such things. Besides, GML is not a good language to learn its sloppy it teaches you bad programming habits. Its like trying to shoot fish in a barrel. Your not gonna learn algebra in college are you? No your expected to go into college knowing algebra.
As I said above GameMaker is very basic, its like the ABC blocks a baby would use. There is not one area of professional game development that I know of that your experience with GameMaker will be beneficial. Since this is a college class I assume you want to develop games seriously. You'll see soon enough that GameMaker will not help you reach that goal.
As a hobbyist GameMaker wouldn't be a bad toy. If you want to seriously develop games you'll need to look into more professional languages. It doesn't necessarily have to be C++, it could be Java, Python, LUA, C, C++, C# or other languages that engines use such as UnityScript or UnrealScript.
Not to sound harsh but any college teaching/using Game Maker should not be teaching Game Development.. But It was just a suggestion, I see you have no intention of switching so good luck and i'll be following your progress... because i think this is cool :)
We're only using GML as a simple example of Object oriented programming.
Anyway, you want me to do the up-scaling thing for you again Varion? It looked like you had lost that part
Anyway, I'm not sure of what use this project really is. It seems outdated in terms of graphical style and therefore perhaps even a few features so only a few would really want to use it. Honestly, I think more people would use a Minish Cap styled engine.
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Sword is being done.
Animations and cutting work.
Like I've said in an earlier post, if people wish to change the graphics for the engine they can't. It won't be that hard to do.
Looks pretty good so far! Just so you know though, ZOLE can export entire tilesets from both games, which might be easier for you when it comes to mapping instead of using fan-made maps. :)
I am super-excited for this. Keep it up!
My only complaints are the top menu would not be transparent because the GBC actually isn't capable of that (to my knowledge..)
It needs to be transparent, over link can walk under it and you won't see him.
And, it can be change able to anyone who wishes.
Isn't it possible to show the status bar at the top "offscreen"? Because when the player moves between zones and different screens, it will look very weird with it ontop of the player. Furthermore, it might frustrate those going for 8-bit accuracy.It's hard to put in with the way I'm doing things.
The HUD bar itself is not an object, it's shown using codes.
So it doesn't and can't have collision data. I know what your saying, but I can't make it 100% to the original.