idontknow
03-29-2006, 05:33 PM
I like the idea of Freeform combo flags to give them additional behavior. I have many suggestions for further flags though:
1) Check Walkability: If checked, that all laws of walkability apply so Link can't pass solid combos.
2) Reverse--FFC: if checked, it will reverse its direction (the game multplies the x & y speeds by -1) when it collides with another Freeform Combo (well, besides change attribute combos)
3) Reverse--Solids: if checked, it will reverse its direction if it collides with any solid combo (regular combos, not freeform)
4) Reverse--Enemies: If checked, it will reverse upon contact with enemies.
5) Free Roaming: If checked, it will move in 4 directions (up, down, left & right) randomly around the screen without having a set pattern (so you don't need ff attribute change combos)
6) Appear as a Secret: If checked, it will appear when secrets are triggered, without need of a secret flag, since secret combos can't be set to freeform combos anyway.
Also, holding ctrl + clicking on the combo to select for a FFC should make the flag menu appear to select a flag for it just as you can for secret combos. I know you can already give the combo itself an inherent flag, but to then give the FFC a 2nd flag would allow you to have 'singular' flags over the inherent flag so you could make moving targets that are activated one by one.
finally, perhaps have a tab where you can set properties for projectiles. I dont mean for this to sound like i'm suggesting an enemy editor but there are already a lot of properties that could allow for this to make custom bosses or little enemies so why not projectiles?
Or maybe!...its projectile is another FFC that shoots out from this one. There could be a flag for 'parent' and 'kid'. If a FFC is set to be a projectile (the kid), a marking appears there instead like FFC attribute change combos. The 'kid' is 'shot' at whatever rate its x & y is but its position is determined by that of the parent and it reappears at the parent at certain intervals (you would determine this) This would work wonders for custom enemies/bosses! And the combo for the 'kid' could be any type so if its a warp, it'd be like the FFC casts you away to another screen or if its a damage combo, it could be a custom projectile.
Also, perhaps the 'kid' FFC could react to FF Change combos, so it could appear that a 'weapon' is bouncing off walls or reacting in certain ways.
1) Check Walkability: If checked, that all laws of walkability apply so Link can't pass solid combos.
2) Reverse--FFC: if checked, it will reverse its direction (the game multplies the x & y speeds by -1) when it collides with another Freeform Combo (well, besides change attribute combos)
3) Reverse--Solids: if checked, it will reverse its direction if it collides with any solid combo (regular combos, not freeform)
4) Reverse--Enemies: If checked, it will reverse upon contact with enemies.
5) Free Roaming: If checked, it will move in 4 directions (up, down, left & right) randomly around the screen without having a set pattern (so you don't need ff attribute change combos)
6) Appear as a Secret: If checked, it will appear when secrets are triggered, without need of a secret flag, since secret combos can't be set to freeform combos anyway.
Also, holding ctrl + clicking on the combo to select for a FFC should make the flag menu appear to select a flag for it just as you can for secret combos. I know you can already give the combo itself an inherent flag, but to then give the FFC a 2nd flag would allow you to have 'singular' flags over the inherent flag so you could make moving targets that are activated one by one.
finally, perhaps have a tab where you can set properties for projectiles. I dont mean for this to sound like i'm suggesting an enemy editor but there are already a lot of properties that could allow for this to make custom bosses or little enemies so why not projectiles?
Or maybe!...its projectile is another FFC that shoots out from this one. There could be a flag for 'parent' and 'kid'. If a FFC is set to be a projectile (the kid), a marking appears there instead like FFC attribute change combos. The 'kid' is 'shot' at whatever rate its x & y is but its position is determined by that of the parent and it reappears at the parent at certain intervals (you would determine this) This would work wonders for custom enemies/bosses! And the combo for the 'kid' could be any type so if its a warp, it'd be like the FFC casts you away to another screen or if its a damage combo, it could be a custom projectile.
Also, perhaps the 'kid' FFC could react to FF Change combos, so it could appear that a 'weapon' is bouncing off walls or reacting in certain ways.