PDA

View Full Version : Make a Falling Link animation handled through warp type



Stungun
01-07-2007, 09:29 PM
Here's an idea for you that I think is a stroke of genius. We would have two new warp types that would easily handle Link falling down GB Zelda-like pits:

Falling Warp
Falling Warp (Damage, No Warp)

Whenever the player triggers a Falling Warp, he becomes invulnerable and plays a Link Animation (and sound) of 'Falling'. When this animation ends, the player warps to the screen and Dmap specified as per usual.

Falling Warp (Damage, No Warp) would behave like No Warp, in the fact that a falling animation+sound plays but you don't change screens at all; The game reduces your life (screen-defined amount with a screen flag or quest rule determining whether rings reduce it), sets you to a predefined place on the screen (such as one of the warp arrival points or the continue point), and makes you invulnerable (as if hit) for the standard amount of time.

All a questmaker has to do is use Direct Warps with the Falling Warp warp type, and you can't tell the difference between it and GB Zelda pits. (The other 'Link Falls from Ceiling' idea posted recently would also help if implemented properly.)

You like?