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  1. Easier-to-use Freeform Combos
  2. 2 suggestions
  3. A way to handle flashing in 256 color tiles
  4. Push Large objects rule
  5. triforce suggestion
  6. long and short hook
  7. Suggestions.
  8. New Quest Rule - Temporary Candle Light
  9. heart container and piece
  10. 2 new suggestions.
  11. [Random Only Once] Warp Combos(or) Screen Flag
  12. Quest Rule - can walk sideways off stepladder
  13. Let's Update the Tools Menu.
  14. Item Property - fast sword beams
  15. Climb Combo Type
  16. Strings font and color
  17. Export/Import Subscreens
  18. Learnable Z3 Movement
  19. Candle Fire "Length of Time" Item Properties
  20. Beta 11b or 12 Suggestions (Post what you suggest to add here)
  21. Big Link -- Pickup Items
  22. Make it so it doesn't overwrite the Custom BG Map
  23. Copying/Pasting/Deleting/Selecting Subscreens
  24. Subscreen Triggers/Secrets
  25. Target Combo Flag (for custom bossed quests!)
  26. Fading Music
  27. Cane of Byrna
  28. For the sake of custom subscreens
  29. Tougher Rocks!
  30. Screen Flag: Don't display Link's Position on Status Bar Map
  31. Quest Rule - Link's Awakening style compass
  32. Set Level Specific Key graphic at DMAP
  33. Combo type: Damage (0 hearts)
  34. Minimap Title > DMap Title
  35. Room Type - Intro/Monlogue
  36. Make the Food more useful
  37. Falling Tiles
  38. Alternate Slash
  39. New Enemy Patterns
  40. Change Subscreen type in Subscreen Editor
  41. "info' button in enemy selector
  42. "Go to" button in layers menu
  43. Custom Dialogues
  44. Screen Flag: Zoras count as Enemies
  45. Quest Rule: Like Likes eat rings too
  46. Freeform Combo Scripting System Wishlist
  47. Lets update the cheat menu shall we :)
  48. 1.90 Style Tribble Enemies
  49. Script Link's movement
  50. Mouse Moveable Freeform Combo in Zquest
  51. Ctrl+<Direction> while editing a Combo.
  52. New Enemies...
  53. fast loading of zelda classic?
  54. Scriptable Items
  55. Subscreen Editor Addition...
  56. Enemy Categories
  57. Some thoughts on Items
  58. Quest rule: Continue with same life
  59. Implement the missing enemies
  60. Playable Ocarina...
  61. New Quest Rule
  62. A suggestion about the boss marker...
  63. Item Properties: throwing range of the boomerangs
  64. Quest Rule: enemies randomly drop Kill All Enemies items
  65. Screen Flag: Enemies Never Return
  66. About the enemies
  67. Midi suggestion
  68. Another suggestion from your fav fan.
  69. animated tileblocks in subscreen editor
  70. Combo Animation Option
  71. New Screen Flag: Item acts like Triforce when picked up.
  72. Animated Triforce Pieces
  73. Could devs finish implementing...
  74. Level Pallets can have they're own main pallete and extra csets?
  75. Quest Rule: can safely trigger Armos/Grave from the south
  76. "Whistle->Stairs" should dry up shallow water too
  77. Yet another "I want a Slash->Next combo type" topic
  78. Add "->Next" to the names of various combo types
  79. Item Editor suggestions
  80. Locked Facing Property.
  81. Class Number Mixes
  82. New Weapons
  83. Do not show item in passageway screen option
  84. Since we're keeping FFC Attr. Change, let's at least make it easier to understand!
  85. Add Health and Magic counter to Subscreen
  86. Quest Rule: Zoras have constant HP
  87. Bringing "Frame-Skip" back
  88. Aheem, 1st Frame Return
  89. A Few Ideas
  90. A longer suggestion (scripting, GUI, UI)
  91. Cheat Rehaul
  92. DMap Scripting (Please read my suggestion all the way before you say "No!")
  93. Counters: Color(Max)
  94. Double the number of FFCs per screen
  95. A Simple Import/Export Suggestion...
  96. Screen Copying...
  97. ZC midi editor
  98. Some old suggestions of mine that you may have forgotten
  99. Workarounds to non-loading errors.
  100. A "Next" Idea...
  101. Step->Next on Layers
  102. sidescroller screen type in screen data
  103. No black out when changing DMap colors on a scrolling warp.
  104. A couple ideas
  105. Item Pieces
  106. Returning to the Moon Pearl topic *GROAN*
  107. sprite
  108. Subscreen editor suggestion
  109. Underhead
  110. Screen effects
  111. New Room Type
  112. Crazy Idea, but still good
  113. Opaquency Variable
  114. A few subscreen ideas and a rule idea
  115. 8-bit color sugestion(s)
  116. A good suggestion for the Suggestion's board
  117. Clean Up the combo type selection
  118. Triforce Piece related ideas.
  119. Being able to edit multiple tiles at once
  120. Adding Multiple Combos at a time
  121. Compass Suggestions
  122. Pushable layered combos.
  123. Dragging freeform combos
  124. Loading Quests
  125. Pass-through fire
  126. Additions to the Subscreen Editor
  127. Four New Buttons
  128. Regarding game controllers...
  129. Touch=>Next Combo Type
  130. beta installer
  131. timed rooms
  132. Make screens 8A-8F available
  133. Quest Video Recording
  134. Since Rupees can now exceed 1000...
  135. Screen-specific Pallettes?
  136. re-add the turbo hotkey to ~
  137. Specific Items On Subscreens
  138. More step-> next combos
  139. Weapons above layer 4.
  140. Layer fix
  141. Naming shop types
  142. Reset animation when combo is created
  143. making FFC solid rule
  144. New HCP/HC rules
  145. Layer Suggesions
  146. No Enemy Spawn flag
  147. Font Choosing(In Zelda-W)
  148. Dialouge/Invis Wall
  149. Quest rule & Level 9 Entrance Room Type suggestion
  150. FFCombo Quick Placement:
  151. Block Combos for Enemies' projectiles
  152. Naming everything!
  153. Item class editor.
  154. Since we have the Z###'s
  155. Drag things around in Subscreen Editor
  156. Oh, another good idea about the Subscreen Editor
  157. New style bombs
  158. Scripting suggestion- Game Over screen
  159. Atleast let us do this.
  160. BS-Zelda Animation rule obsolete
  161. New walkability
  162. A few ideas having to do with item and weapon graphics.
  163. Roc's Feather...
  164. Charge Up Spin/Whirling Blade
  165. Sidescroller LADDER
  166. Warps for Roc's Feather
  167. Variable Object Height
  168. Slower walk when charged
  169. New Screen Flag: Toggle HS/Boomerang grabs all items.
  170. Link's Weapons and stuff appear on Link layer when jumping
  171. Ok if we got....
  172. Rock Flags
  173. A few more "suggestions"
  174. Make Slash a Tiger Scroll
  175. Octoroc L1,2,3,4(jump)
  176. New Scroll idea
  177. Extended Jump Animations
  178. Enemies fall sound
  179. Deleting Selected Pixels in Tile Editor:
  180. About the water walking raft...
  181. Make the Z-axis partially dependent on the Y-axis
  182. How about a Wall Kick?
  183. Subscreen: Zelda 1 style counters
  184. Poison Coin
  185. Upthrust/Downthrust
  186. 2.5 suggestion just 2
  187. Add Minish Cap Scrolls!...AND MORE!(requires some items)
  188. "Disable auto-hovering in gravity mode" quest rule
  189. Link's sprite displays between layers 4 and 5 while jumping
  190. Combos with Roc's Feather
  191. Functional Walking, Talking NPC's (Enemy Editor)
  192. If it's not too late or too complicated.
  193. Paste Spec. To All
  194. Quake Hammer-related suggestions
  195. Link Hurt tiles
  196. Universal Damage Color
  197. GB/GBC/GBA item setup and other suggestions
  198. Disable subscreen
  199. Eight directions means...
  200. Please do these 2 quest rules before the next release...
  201. Seperate Room State Carryovers
  202. Diagonial Objects
  203. ZScript & Dialog Editor = *Wow*
  204. Custom Counters:
  205. ZC Windowed Switch.
  206. A few more ideas...
  207. The Hover boots
  208. Jump-Next Combo type
  209. Let us change the triforce midi!
  210. Two Feather Suggestions
  211. Animate Tiles in subscreen
  212. Pits (May be of interest to L)
  213. Edit Link's Effects
  214. More link sprites
  215. Rule to Screen Flag
  216. Room stays lit only when fire is on screen rule
  217. Jump-Through Floor
  218. Nametags
  219. A double-feature Suggestion (Toggles)
  220. Scroll: Arrow Charge
  221. Constan Fire Stream Combos
  222. Adjustable Item Use Locations
  223. Save Map
  224. Freelancer's changes to ZC
  225. Hover Boots->Roc's Cape
  226. The ultimate suggestion!- A suggestion to keep quest compatibility.
  227. Link stabbing
  228. New Din's Fire Rule + New Link Sprite
  229. "Buy Only One"
  230. Secret->Item or Blocks->Item
  231. combo triggers sound
  232. Couple of suggestions that should be easy to implement to what's there.
  233. Overlapping Palettes
  234. Dmap Timed Warp
  235. Misc. Item Class
  236. We need to have a Raft in Misc Data.....
  237. Information Sheet
  238. Enemy Item Drop List editor: easy?
  239. Rule for projectiles that pass over some combo types
  240. Weapons & Trails in Enemy Editor
  241. Two rules for the Enemy Editor
  242. Quest Rule:Hurricane Blade uses Magic
  243. Small Suggestion: Secret -> Enemies
  244. Falling Link
  245. Dmap Auto-Warp-Setter - Practical and Useful
  246. Make a Falling Link animation handled through warp type
  247. Since we have dmap flags now...
  248. A-Item and B-Item counters
  249. Ice Magic Glitch
  250. shouldn't we be able to access Ganon in the enemy editor?