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View Full Version : Lots of suggestions



idontknow
01-03-2007, 09:27 PM
(A) The following Push Flags:
1) Push Up & Right
2) Push Up & Left
3) Push Down & Right
4) Push Down & Left
5) Block Stick (When a block is pushed over it, the block can no longer move--similar to a block trigger, except it doesn't trigger secrets)

(B) A screen flag: "Push Blocks Hurt Enemies": If in a room with this screen flag on, then whenever you push blocks with push flags on them, all enemies that walk into the block while they are being pushed will be damaged slightly (or perhaps just bounce back)

(C) In the enemy selector, instead of just all enemies falling, appearing from the sides, or appearing at random, perhaps each enemy (1 to 10) has a column with check boxes for each option so you can select one method of appearing for each enemy. This way, some enemies can fall from the sky, others can randomly pop up, and others enter from the sides.

D) Fix inherent push flags, block hole flags, & block trigger flags so that all of them work when inherent & moreover, if there is a block hole & block trigger both on a single combo, then when a block is pushed there, it triggers the secrets & it changes the push block. Right now, both of them don't work this way. This suggestion is more or less a bug-fix.

E) A flag that causes a push block that collides with it to continue moving on its own. This would be an easy to way simulate those ice blocks from Ocarina of Time. If you push a block with a Push Right flag onto this new flag, then the block will keep sliding right. The block will stop when it gets next to a solid combo or a "no push block" flag.

F) Similarly, allow push flags to work properly on stationary freeform combos. If Link pushes a FFC (1) onto another FFC which happens to be a FFC change combo (2), then the combo he pushes (1) can start to move based on the attributes of the FFC Change combo (2). Some neat things could be done with this. It'd be a round-about way of making Ice Blocks similar to suggestion E (except a more complicated procedure), or blocks on conveyors, or NPCs that start to walk when you "shove" them.

G) In the combo editor, an option to allow an item to appear "inside" of it--this could only be used for Bushes, Slash->item, & Treasure Chest combos. This way, each such combo could have its own item and would eliminate quest-making time because now you don't have to place flag 10 on those combos & set the room's secret item each time. So, if you choose a new combo & make it a treasure chest, you could choose to have a bomb in it. Make a new treasure chest & choose to have a Heart in it. Another would have a key in it. Place these 3 combos around your dungeon with ease.

I) In the enemy selector, after you choose an enemy slot (enemy #1 for example) the new window has the following tabs:
-All- (Lists all enemies from A to Z like it is now)
-Classic- (Lists only enemies, bosses included, from the original LoZ)
-New- (Lists only enemies not found in the original LoZ)
-Bosses- (Lists only bosses)
This way, people can easily determine which enemies are new, which ones are from the original, and which are bosses.

J) A button that, when in the tile editor, you can press which prompts you to type in a page # and you will jump to that page immediately. This way, you can quickly go from page 1 to 100 without holding page down.

K) A combo that goes to the next combo when link bombs it. Yes, we have bomb flags, but this would be like the 'Pound' combo in that these are activated seperately & do not trigger secrets. This would make the bomb a more useful item.

L) A quest rule that makes bombs Link drops on conveyors move along with the conveyor. If unchecked, this does not happen.

M) A combo that if on screen, makes a dark room lit again. If you place a burn flag on an unlit torch, you can make the burn's secret flag this combo and then the room will permenantly be lit when the candle's flame hits this flag! Alternately, you could make the room lit & dark at various intervals by making a regular combo & this new combo cycle back & forth. Great for simulating an area with thunder by having this combo flash on screen every so often.

N) A way to delay secrets being triggered. Let's say you hit a target with an arrow & it has an animation which when finished, other secrets are triggered. You don't want secrets triggered immediately but after the animation is finished. Perhaps this can be done by having the arrow's secret combo cycle to a new "Auto Trigger" combo, which then triggers a 2nd tier of secrets. Since we have "Auto Warp" combos, why not "Auto Trigger" combos which trigger secrets once they are on screen?

O) Perhaps a way to change the number of bombs link can lay on screen at once. Now he can only use one bomb at a time. Perhaps in the 'Item Properties' menu this can be determined, from 1 to 9. While 9 is a bit excessive, i'd like to have Link be able to lay up to 3 bombs at once.

DarkFlameWolf
01-03-2007, 10:27 PM
and the bug flood gates will be opened. :P

Good ideas though.

Dlbrooks33
01-03-2007, 11:08 PM
you can already do J, just press P and type the page #

Dark Nation
01-03-2007, 11:09 PM
O should be as easy as a single line of code.

idontknow
01-03-2007, 11:11 PM
Bug Flood Gates? Are you suggesting that my suggestions would cause an abudance of bugs?

Dlbrooks33
01-03-2007, 11:13 PM
Well if that was easy, were my suggestions about the 1st Frame Return QUEST RULE and the Z-3 ANIMATION NOT STYLE, ANIMATION Scrolling? If you don't know what I am talking about with this quest rule, if the Z-3 Animation works, check it and try scrolling to a different screen and see the way it and Link scrolls (BTW, cool scrolling & fast scrolling need to be on)