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Author Topic: npc movement on tiles  (Read 10388 times)
potato
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« Reply #45 on: August 28, 2003, 07:25:19 PM »

one of those people who hate "ON TIMER" ... also a group that hates ON KEY, and probably every other ON statement...
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ammit potato!
Diroga
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« Reply #46 on: August 28, 2003, 07:45:54 PM »

fixed npc? does that take the fun out of it? how many zelda npc are fixed? few!
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potato
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« Reply #47 on: August 29, 2003, 01:05:07 PM »

Most of the Zelda npcs only walk around in random squares anyway, that's pointless. Only the guy that runs quick is worth anything from the snes version.

The original Zelda had three npc graphics (old man, old woman, and the I'm Hungry fellow), each of which was fixed. Zelda 2 had npcs that only ran inside to hide from you (healers, townspeople), the rest were fixed (docksman).

People don't always have to be bustling. Rather than moving their x, y coordinates, why not animate a bobbing head or moving arms instead? It would be like making an animated water tile (which all tile based-games should have, btw) with the properties of a sign.
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ammit potato!
Diroga
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« Reply #48 on: August 29, 2003, 03:27:27 PM »

Quote from: "potato"
with the properties of a sign.

what do you mean? there are plenty of moving charaters in zelda.
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potato
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« Reply #49 on: August 29, 2003, 03:35:35 PM »

Depends which Zelda you mean, and if you're including the enemies (which are characters in play, therefore PC, not NPC). Of course, you're making an FF-style game (based on the code I've seen) whereas the Zelda series is an adventure-RPG where you.

Zelda 1 had just a guy in a black room with letters on top of his head. He shot fireballs at you when you piss him off. There's an NPC that worked well.
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ammit potato!
Diroga
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« Reply #50 on: August 29, 2003, 07:43:29 PM »

i'm talking about enemy dudes who run around after you.
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barok
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How about a tasty lead sandwich?


« Reply #51 on: August 29, 2003, 07:49:28 PM »

the townsfolks were fixed in zelda.  only the enemies were moving.  they just moved in one direction until they hit something, then turn until they hit something or even move around randomly until the character was a certain distance away from the enemy, then they charge towards you.
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Jumping Jahoolipers!
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