View Full Version : Suggestions.
Dlbrooks33
08-01-2006, 11:31 AM
1.Have the item green ring that Link automatically starts with so we can have that in the subscreen without making the wallet that :).
2.Let the other animation styles take the Z-3 style (when you stop moving he goes back to the first frame)
3.Mentioned?-New Quest Rule:Enemies follow combo type(if its a damage combo they take damage and pit etc warps of course...)
4.Fixed Density bug when yu have a combo half-densed, enemies can walk over.
5.Fixed HC pieces, so they are correctly shown the amount in all the subscreens.
ShadowTiger
08-01-2006, 11:47 AM
1.Have the item green ring that Link automatically starts with so we can have that in the subscreen without making the wallet that :).This would be nice. :) I'd actually like to see this as an item. It'd just be a graphical icon though, rather than actually acting as an item.
2.Let the other animation styles take the Z-3 style (when you stop moving he goes back to the first frame)Quest rule, m'thinks.
3.Mentioned?-New Quest Rule:Enemies follow combo type(if its a damage combo they take damage and pit etc warps of course...)Hm. This one's a rather complex one. I can see four quest rules coming out of this one:
A quest rule enabling enemies to be damaged by all damage combos just as they would you.
A quest rule ensuring enemies would attempt to avoid walking on them wherever possible. ... *lol*
A quest rule ensuring enemies would attempt to avoid walking on any sort of warp combo.
A quest rule enabling enemies to disappear when they walk on warp combos.
4.Fixed Density bug when yu have a combo half-densed, enemies can walk over.
5.Fixed HC pieces, so they are correctly shown the amount in all the subscreens.Two very confusing suggestions, in more than one way.
Dlbrooks33
08-06-2006, 10:23 PM
4. Means when you either have |: :| and the vertical _ --
|=dense
:=walkable
that the enemies cannot walkover that. I mean you do see that when you have a half dense combo enemies walk all over it.
5. Means that in every subscreen, the bug that shows the heart container piece item instead of 1/4 2/4 3/4 and empty in the subscreen would be fixed.
ShadowTiger
08-06-2006, 10:30 PM
#5 belongs in a bug report rather than in a list of suggestions. :p
#4 is still vague. From what I could discern from your description, it sounds like something related to walkability.
Questions
08-07-2006, 12:58 PM
#4 should be a bug report too. What he's trying to say is that if a combo is half-solid vertically as he illustrated enemies would still be able to walk over the whole tile.
I've also noticed this happening when the combo is solid on the top-half enemies may just walk right over the unwalkable to the next combo.
(BTW don't use the word Density when refferring to walkability)
ShadowTiger
08-07-2006, 03:46 PM
Eh. Related to walkability. it's odd. It seems that most normal ground enemies (I.e. octoroks, darknuts, lynels, etc.) enemies require the following type of walkability: (Red is unwalkable., and [] is a single combo.)
[][]
[][]
Now, if what you're referring to is this, (Which I honestly have no bloody idea... You may need to use better diagrams, like this.)
[][][][]
[][][][]
Were you referring to the above, or to this?
[][][][]
[][][][]
... and then what? Please describe the action. I mean, you said "half" densed, (Unwalkable.) But which half?
Well, it's really not as complicated as it seems. He means the situation you presented in your last diagram, where the walkway is split between two combos.
[][][][]
[][][][]
This should be the walk flags for everything, but the monsters are passing over the red portions for no explained reason. It's a walk flag bug.
So basically, Link can walk
[][][][]
[][][][]
Like this, while the monsters can walk
[][][][]
[][][][]
anywhere they please.
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