idontknow
03-29-2006, 04:18 PM
Lets all think of what you can do with freeform combos:
I'll start with the obvious ones:
--Characters that walk around (but in a set pattern)
--Custom Traps: So you can make traps in all sorts of patterns, such as circles, squares, zig-zags, whatever
--Fireballs...they leap from out of lava to damage Link...a great replacement for tedious combo cycling
--Cutscenes: Have one character approach another, stop, then talk, the most basic of uses. You could add even further 'action' if you get creative enough.
--'Stealth' Areas: You could have characters that move around & an invisible warp ffc too that is always x spaces away from that character so if you get too close, you'll be warped to the start of that area.
--Moving Targets: For now, you can't have multiple FFCs with trigger flags that each get activated seperately but i can see that coming soon. This would be nice for an arrow-shooting minigame. You can have a single moving target though.
I'll start with the obvious ones:
--Characters that walk around (but in a set pattern)
--Custom Traps: So you can make traps in all sorts of patterns, such as circles, squares, zig-zags, whatever
--Fireballs...they leap from out of lava to damage Link...a great replacement for tedious combo cycling
--Cutscenes: Have one character approach another, stop, then talk, the most basic of uses. You could add even further 'action' if you get creative enough.
--'Stealth' Areas: You could have characters that move around & an invisible warp ffc too that is always x spaces away from that character so if you get too close, you'll be warped to the start of that area.
--Moving Targets: For now, you can't have multiple FFCs with trigger flags that each get activated seperately but i can see that coming soon. This would be nice for an arrow-shooting minigame. You can have a single moving target though.