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View Full Version : Lock blocks... that don't accept keys?



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.

Tygore
12-17-2002, 10:07 PM
So you're suggsting something like Lockblock triggers? Sounds good.

Jigglysaint
12-17-2002, 10:45 PM
That's what I have been saying all along! We also need one that unlocks even if you don't have a key, since having an extra secret falg would come in real handy(like creating a toggle switch you just have to touch to have the door open).

StarFox
12-17-2002, 11:12 PM
Originally posted by Jigglysaint
That's what I have been saying all along!

LOL. I know. I should have backed you up before. Well, I have a lot more free time now, so next time you make a good suggestion that nobody understands, I'll back you up. ;p


Originally posted by Jigglysaint
We also need one that unlocks even if you don't have a key, since having an extra secret falg would come in real handy(like creating a toggle switch you just have to touch to have the door open).

This is a very good idea. It'd be a secret that's independent of the main set of secret flags.

plith
12-17-2002, 11:31 PM
In response to your current problem, what's forcing you to make the left/right doors 2x3 tiles now? Why not just 2x2?

StarFox
12-18-2002, 01:22 AM
Originally posted by plith
In response to your current problem, what's forcing you to make the left/right doors 2x3 tiles now? Why not just 2x2?

Well, this would help the problem. It still wouldn't be the best solution, however. You can still unlock the door at strange places:

http://happyman.250free.com/zelda006.bmp http://happyman.250free.com/zelda007.bmp
Not the best place to unlock a door...

This is a durastic improvement over the other having a 2x3 door, but still looks odd. Implementing a lockblock trigger would improve Link's ability to actually find the keyhole to put the key into even more.

And this wouldn't be the only situation in which the lockblock trigger would be useful. Which is why I made this thread.

KJAZZ
12-18-2002, 02:06 AM
For the switch that toggles thing, no one ever comments on my suggestion for a screen flag, that when the secret combos are activated, the shutters open. It seems as if no one even pays attention. I've often wondered if DN has even considered it, since he never replies about it..:shrug:

C-Dawg
12-18-2002, 02:51 PM
We're mixing purposes here.

1) Combo changes triggered by a lock block being unlocked
and
2) Another secret flag system; no-key lock blocks
and
3) Toggle secret combos.

Don't confuse them all with each other- they're all seperate and distinct suggestions.

-C