Dark Nation
03-17-2002, 09:35 AM
New/fixed so far:
1. Fixed the template bug related to the new default graphics set.
2. Enhanced the import combo function so you can now specify a starting page like with the import tile function.
Yeah, not much at the moment. On a positive note, I don't have to be secretive about ZC anymore. An agreement has been reached. I can work on it when she's not around (asleep, in the shower, etc.). Still can't chat with any other AGNers, though. Oh, well. Marriage is about compromise. At least I can still use PM's on the board (the subject never came up, and she had said I could e-mail people). :)
Also, about beta 138, another new thing I forgot to mention. There are 2 new quest rules (replacing 2 of the reserved ones on page 2). The first one, "Lens Hints", isn't implemented yet. When it is, secret flags, when viewed under the lens, will show that triggers them. For instance, if you view a burn flag with the lens, it will show a flickering candle on the combo. A fire boomerang flag will show a flickering fire boomerang. And so on. The second rule, "Link Dungeon Pos. Fix", doesn't work right yet. It's supposed to compensate for the change in position of Link when he is in a dungeon. In the original LoZ, in dungeons, Link was 2 pixels higher. PM duplicated this effect. This rule hopes to fix it.
That's all I can think of that's new at the moment.
Question: Would it be worth my time to add a "make combos" feature to the tile viewer window? Basically, you highlight some tiles, hit make combos, and it makes combos out of them. Saves a lot of time, I would think. I could also add this feature to the leech function so that when you leech tiles, combos for them are created so you could recreate a map easily. Also, to make things even easier, a "make map" function could be added to both. With that, not only would the combos be created, but they would be placed in the proper place on a map. Imagine, loading up the bitmap for an overworld of your favorite overhead game (Zelda 3, perhaps), hitting a few buttons, and having it converted into tils, combos, and maps for you. Now, the only problem left is you would still have to manually add walk flags after all this is done. But, the rest of the work is taken care of for you.
Thoughts?
1. Fixed the template bug related to the new default graphics set.
2. Enhanced the import combo function so you can now specify a starting page like with the import tile function.
Yeah, not much at the moment. On a positive note, I don't have to be secretive about ZC anymore. An agreement has been reached. I can work on it when she's not around (asleep, in the shower, etc.). Still can't chat with any other AGNers, though. Oh, well. Marriage is about compromise. At least I can still use PM's on the board (the subject never came up, and she had said I could e-mail people). :)
Also, about beta 138, another new thing I forgot to mention. There are 2 new quest rules (replacing 2 of the reserved ones on page 2). The first one, "Lens Hints", isn't implemented yet. When it is, secret flags, when viewed under the lens, will show that triggers them. For instance, if you view a burn flag with the lens, it will show a flickering candle on the combo. A fire boomerang flag will show a flickering fire boomerang. And so on. The second rule, "Link Dungeon Pos. Fix", doesn't work right yet. It's supposed to compensate for the change in position of Link when he is in a dungeon. In the original LoZ, in dungeons, Link was 2 pixels higher. PM duplicated this effect. This rule hopes to fix it.
That's all I can think of that's new at the moment.
Question: Would it be worth my time to add a "make combos" feature to the tile viewer window? Basically, you highlight some tiles, hit make combos, and it makes combos out of them. Saves a lot of time, I would think. I could also add this feature to the leech function so that when you leech tiles, combos for them are created so you could recreate a map easily. Also, to make things even easier, a "make map" function could be added to both. With that, not only would the combos be created, but they would be placed in the proper place on a map. Imagine, loading up the bitmap for an overworld of your favorite overhead game (Zelda 3, perhaps), hitting a few buttons, and having it converted into tils, combos, and maps for you. Now, the only problem left is you would still have to manually add walk flags after all this is done. But, the rest of the work is taken care of for you.
Thoughts?