View Full Version : ZC Suggestions
- Easier-to-use Freeform Combos
- 2 suggestions
- A way to handle flashing in 256 color tiles
- Push Large objects rule
- triforce suggestion
- long and short hook
- Suggestions.
- New Quest Rule - Temporary Candle Light
- heart container and piece
- 2 new suggestions.
- [Random Only Once] Warp Combos(or) Screen Flag
- Quest Rule - can walk sideways off stepladder
- Let's Update the Tools Menu.
- Item Property - fast sword beams
- Climb Combo Type
- Strings font and color
- Export/Import Subscreens
- Learnable Z3 Movement
- Candle Fire "Length of Time" Item Properties
- Beta 11b or 12 Suggestions (Post what you suggest to add here)
- Big Link -- Pickup Items
- Make it so it doesn't overwrite the Custom BG Map
- Copying/Pasting/Deleting/Selecting Subscreens
- Subscreen Triggers/Secrets
- Target Combo Flag (for custom bossed quests!)
- Fading Music
- Cane of Byrna
- For the sake of custom subscreens
- Tougher Rocks!
- Screen Flag: Don't display Link's Position on Status Bar Map
- Quest Rule - Link's Awakening style compass
- Set Level Specific Key graphic at DMAP
- Combo type: Damage (0 hearts)
- Minimap Title > DMap Title
- Room Type - Intro/Monlogue
- Make the Food more useful
- Falling Tiles
- Alternate Slash
- New Enemy Patterns
- Change Subscreen type in Subscreen Editor
- "info' button in enemy selector
- "Go to" button in layers menu
- Custom Dialogues
- Screen Flag: Zoras count as Enemies
- Quest Rule: Like Likes eat rings too
- Freeform Combo Scripting System Wishlist
- Lets update the cheat menu shall we :)
- 1.90 Style Tribble Enemies
- Script Link's movement
- Mouse Moveable Freeform Combo in Zquest
- Ctrl+<Direction> while editing a Combo.
- New Enemies...
- fast loading of zelda classic?
- Scriptable Items
- Subscreen Editor Addition...
- Enemy Categories
- Some thoughts on Items
- Quest rule: Continue with same life
- Implement the missing enemies
- Playable Ocarina...
- New Quest Rule
- A suggestion about the boss marker...
- Item Properties: throwing range of the boomerangs
- Quest Rule: enemies randomly drop Kill All Enemies items
- Screen Flag: Enemies Never Return
- About the enemies
- Midi suggestion
- Another suggestion from your fav fan.
- animated tileblocks in subscreen editor
- Combo Animation Option
- New Screen Flag: Item acts like Triforce when picked up.
- Animated Triforce Pieces
- Could devs finish implementing...
- Level Pallets can have they're own main pallete and extra csets?
- Quest Rule: can safely trigger Armos/Grave from the south
- "Whistle->Stairs" should dry up shallow water too
- Yet another "I want a Slash->Next combo type" topic
- Add "->Next" to the names of various combo types
- Item Editor suggestions
- Locked Facing Property.
- Class Number Mixes
- New Weapons
- Do not show item in passageway screen option
- Since we're keeping FFC Attr. Change, let's at least make it easier to understand!
- Add Health and Magic counter to Subscreen
- Quest Rule: Zoras have constant HP
- Bringing "Frame-Skip" back
- Aheem, 1st Frame Return
- A Few Ideas
- A longer suggestion (scripting, GUI, UI)
- Cheat Rehaul
- DMap Scripting (Please read my suggestion all the way before you say "No!")
- Counters: Color(Max)
- Double the number of FFCs per screen
- A Simple Import/Export Suggestion...
- Screen Copying...
- ZC midi editor
- Some old suggestions of mine that you may have forgotten
- Workarounds to non-loading errors.
- A "Next" Idea...
- Step->Next on Layers
- sidescroller screen type in screen data
- No black out when changing DMap colors on a scrolling warp.
- A couple ideas
- Item Pieces
- Returning to the Moon Pearl topic *GROAN*
- sprite
- Subscreen editor suggestion
- Underhead
- Screen effects
- New Room Type
- Crazy Idea, but still good
- Opaquency Variable
- A few subscreen ideas and a rule idea
- 8-bit color sugestion(s)
- A good suggestion for the Suggestion's board
- Clean Up the combo type selection
- Triforce Piece related ideas.
- Being able to edit multiple tiles at once
- Adding Multiple Combos at a time
- Compass Suggestions
- Pushable layered combos.
- Dragging freeform combos
- Loading Quests
- Pass-through fire
- Additions to the Subscreen Editor
- Four New Buttons
- Regarding game controllers...
- Touch=>Next Combo Type
- beta installer
- timed rooms
- Make screens 8A-8F available
- Quest Video Recording
- Since Rupees can now exceed 1000...
- Screen-specific Pallettes?
- re-add the turbo hotkey to ~
- Specific Items On Subscreens
- More step-> next combos
- Weapons above layer 4.
- Layer fix
- Naming shop types
- Reset animation when combo is created
- making FFC solid rule
- New HCP/HC rules
- Layer Suggesions
- No Enemy Spawn flag
- Font Choosing(In Zelda-W)
- Dialouge/Invis Wall
- Quest rule & Level 9 Entrance Room Type suggestion
- FFCombo Quick Placement:
- Block Combos for Enemies' projectiles
- Naming everything!
- Item class editor.
- Since we have the Z###'s
- Drag things around in Subscreen Editor
- Oh, another good idea about the Subscreen Editor
- New style bombs
- Scripting suggestion- Game Over screen
- Atleast let us do this.
- BS-Zelda Animation rule obsolete
- New walkability
- A few ideas having to do with item and weapon graphics.
- Roc's Feather...
- Charge Up Spin/Whirling Blade
- Sidescroller LADDER
- Warps for Roc's Feather
- Variable Object Height
- Slower walk when charged
- New Screen Flag: Toggle HS/Boomerang grabs all items.
- Link's Weapons and stuff appear on Link layer when jumping
- Ok if we got....
- Rock Flags
- A few more "suggestions"
- Make Slash a Tiger Scroll
- Octoroc L1,2,3,4(jump)
- New Scroll idea
- Extended Jump Animations
- Enemies fall sound
- Deleting Selected Pixels in Tile Editor:
- About the water walking raft...
- Make the Z-axis partially dependent on the Y-axis
- How about a Wall Kick?
- Subscreen: Zelda 1 style counters
- Poison Coin
- Upthrust/Downthrust
- 2.5 suggestion just 2
- Add Minish Cap Scrolls!...AND MORE!(requires some items)
- "Disable auto-hovering in gravity mode" quest rule
- Link's sprite displays between layers 4 and 5 while jumping
- Combos with Roc's Feather
- Functional Walking, Talking NPC's (Enemy Editor)
- If it's not too late or too complicated.
- Paste Spec. To All
- Quake Hammer-related suggestions
- Link Hurt tiles
- Universal Damage Color
- GB/GBC/GBA item setup and other suggestions
- Disable subscreen
- Eight directions means...
- Please do these 2 quest rules before the next release...
- Seperate Room State Carryovers
- Diagonial Objects
- ZScript & Dialog Editor = *Wow*
- Custom Counters:
- ZC Windowed Switch.
- A few more ideas...
- The Hover boots
- Jump-Next Combo type
- Let us change the triforce midi!
- Two Feather Suggestions
- Animate Tiles in subscreen
- Pits (May be of interest to L)
- Edit Link's Effects
- More link sprites
- Rule to Screen Flag
- Room stays lit only when fire is on screen rule
- Jump-Through Floor
- Nametags
- A double-feature Suggestion (Toggles)
- Scroll: Arrow Charge
- Constan Fire Stream Combos
- Adjustable Item Use Locations
- Save Map
- Freelancer's changes to ZC
- Hover Boots->Roc's Cape
- The ultimate suggestion!- A suggestion to keep quest compatibility.
- Link stabbing
- New Din's Fire Rule + New Link Sprite
- "Buy Only One"
- Secret->Item or Blocks->Item
- combo triggers sound
- Couple of suggestions that should be easy to implement to what's there.
- Overlapping Palettes
- Dmap Timed Warp
- Misc. Item Class
- We need to have a Raft in Misc Data.....
- Information Sheet
- Enemy Item Drop List editor: easy?
- Rule for projectiles that pass over some combo types
- Weapons & Trails in Enemy Editor
- Two rules for the Enemy Editor
- Quest Rule:Hurricane Blade uses Magic
- Small Suggestion: Secret -> Enemies
- Falling Link
- Dmap Auto-Warp-Setter - Practical and Useful
- Make a Falling Link animation handled through warp type
- Since we have dmap flags now...
- A-Item and B-Item counters
- Ice Magic Glitch
- shouldn't we be able to access Ganon in the enemy editor?
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