StarFox
12-17-2002, 09:45 PM
Okay, this was originally Jiggly's idea, but I'd like to see it implemented as well. When you use a key on any lock block on the screen, all lock blocks are affected. Now, there's quite a few instances where the player may want to unlock something large, but have only a small keyhole that's a tile big. The entire object must be made of lock blocks in order to change the object (For example, a closed large chest changing to an open large chest). Now, if Link pushes anywhere against the large object, it will unlock. He should only be able to push against the keyhole to unlock the chest.
The lockblock can be used to create locked doors in dmap types other than dungeon. It also allows you to create locked doors in places other than the center of the edges of a box room. However, there is a problem. Exibits A & B:
http://happyman.250free.com/Starfox/zelda002.bmp http://happyman.250free.com/Starfox/zelda003.bmp
Hmm... 3 tiles need to change (the top of the door, the middle section, and the bottom) so all three combos need to be lockblocks in order to change. That's fine and dandy, except that any of them can be used to unlock the door. Link walks into the top half of the "top door" combo and triggers the lockblock. Obviously not right.
So what happens if we don't make the top and bottom lock blocks? Exibit C:
http://happyman.250free.com/Starfox/zelda004.bmp
Link unlocks the door, but it doesn't exactly look right...
"But StarFox! Why not do what you did in the last picture, and make a trigger combo result from the unlocking of the lock block? When you step on it, the rest of the combos change!"
Well, I suppose you could do that, but it would still look rather buggy that the middle section changes, then the edges. Besides, someone might unlock it then walk away from the door before entering it (I don't know why, but it's a possibility, and would be a bug in a quest).
So what exactly can we do? How about create a new combo that triggers just like a lockblock, but you can't use a key on it. You'd have to find a different lockblock where a key would work to change this combo. And I believe it would have many other uses, such as the afore-mentioned large chest as well as locks to unlock doors on the other end of the screen.
The lockblock can be used to create locked doors in dmap types other than dungeon. It also allows you to create locked doors in places other than the center of the edges of a box room. However, there is a problem. Exibits A & B:
http://happyman.250free.com/Starfox/zelda002.bmp http://happyman.250free.com/Starfox/zelda003.bmp
Hmm... 3 tiles need to change (the top of the door, the middle section, and the bottom) so all three combos need to be lockblocks in order to change. That's fine and dandy, except that any of them can be used to unlock the door. Link walks into the top half of the "top door" combo and triggers the lockblock. Obviously not right.
So what happens if we don't make the top and bottom lock blocks? Exibit C:
http://happyman.250free.com/Starfox/zelda004.bmp
Link unlocks the door, but it doesn't exactly look right...
"But StarFox! Why not do what you did in the last picture, and make a trigger combo result from the unlocking of the lock block? When you step on it, the rest of the combos change!"
Well, I suppose you could do that, but it would still look rather buggy that the middle section changes, then the edges. Besides, someone might unlock it then walk away from the door before entering it (I don't know why, but it's a possibility, and would be a bug in a quest).
So what exactly can we do? How about create a new combo that triggers just like a lockblock, but you can't use a key on it. You'd have to find a different lockblock where a key would work to change this combo. And I believe it would have many other uses, such as the afore-mentioned large chest as well as locks to unlock doors on the other end of the screen.