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View Full Version : Freeform Combo Suggestions/Bug Fixes



idontknow
06-08-2006, 06:54 PM
Here are some suggestions regarding freeform combos, some are recommended bug fixes also:

1) A screen flag so that when a FFC runs off the edge of the screen, instead of disappearing or wrapping around, the ffc jumps back to its original position. Perhaps simply called "FFC Jump-Backs"

2) A combo type or a FFC flag that makes any FFCs that touch it jump to a certain position. This allows more flexibility in movement or setting up patterns. This suggestion, and number 1 as well, would would be great for custom projectiles that 'shoot out' in one direction only and then jump back to their starting position. Perhaps you could even make them jump to other positions, not just their starting position, as if warping around the screen.

3) Make it so that all trigger flags (boomerang, arrow, bomb, super bomb, fireballl, magic, wand, hammer, strike, and so forth) function properly as inherent flags for FFCs.

4) Additionally, make it possible so that FFCs can be pushed if they have inherent push flags on them. Perhaps this way we could have 'sliding blocks' (like the ice blocks in the Ice Cavern of OoT) Push a non-moving ffc onto a freeform attribute change combo that suddenly makes that ffc start moving, until it hits another freeform attribute change combo that makes it stop, and then possibly be pushed again. This currently is NOT feasible because inherent push flags do not work on FFC.

5) Make FFCs combo-cycle properly and make their necessary secret combos of their inherent flags combo cycle properly as well. I think both are buggy or don't work at all.

6) Perhaps a FFC flag that makes its inherent flag trigger seperately. Perhaps simply have a "Singular" checkbox for FFCs. Since FFCs can only have an inherent flag, they cannot have both a trigger flag & a singular flag on them, unless you make a FFC flag with the same function as a normal singular flag.

7) Make it possible to have negative X & Y acceleration variables. What this does is slow down the FFC until it reaches a Speed of 0 and completely stops. This would make it easier to have a walking sprite that only goes so far until it stops. Right now, we must make a FFC with an attribute change combo type and set its coordinates where you want the FFC to stop, with speeds left at 0. This is kind of a hassle.

8) A combo type that acts like a trigger when a FFC crosses it. If a FFC goes on top of this combo, then all secrets will activate, just as if Linked himself stepped on a Trigger Perm/Temp combo.

9) And of course, the ability for FFC to be solid so as to shove link in the direction they are moving if Link runs into them, rather than Link just walking through them.

10) Eyeball combos should work properly as FFCs too.

Limzo
06-13-2006, 04:05 PM
Well I made a thread suggesting something for FF combos a few weeks ago but it appears to have vanished.