Below are miscellaneous screen shots from the Zelda game engine
in action. Click on a screen shot to see the full size.
New OO engine, without dynamic texture creation, using a custom map.
Dynamic (color) textures supported. Using proper overworld map.
Show initial sword support for Link. Octoroks roaming around.
The inventory shown at the top of the screen. Overworld has proper # of Octorok's.
Kevin Buikema contibutes functional caves via a new event system.
Below are screen shots from the Visual Basic, Zelda map editor.
Click on a screen shot to see the full size.
Wrexcil's map editor, with the overworld TGA and map data loaded.
The map editor now supporting .PAL files and limited enemies.
Kevin Buikema updates the GUI, and adds support for: screen
templates, events, and dungeon maps.