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View Full Version : 3 enemy patterns we're missing.



Archangel
04-27-2009, 10:53 AM
Spawn (At once)
Enter from sides (At once)
Fall from ceiling (At once)

At once meaning just that, they all appear at the same time. Not one by one. Like it the original game.

ShadowTiger
04-27-2009, 09:26 PM
What is the difference between the "Spawn (at once)" and the Spawn we already have? I thought that one makes all of them poof onto the screen at once already.

Or maybe something to bypass the poofing altogether?

_L_
04-28-2009, 12:05 AM
I could do this, but what kind of Spawn? Random or Classic?

If I were to add this, I'd be irreversibly compelled to just replace the single list with three sets of radio buttons (Type, Randomness, Instantaneity) - but that'd take a not-inconsiderable bit of legwork.

Archangel
04-28-2009, 01:13 AM
It's the timing... It happens all at once.
So they'll puff all in activating all at once instead of one at a time.

Classic: They appear one at a time:
Random: All puffs appear at same time, but the enemies appear like normal.
At once: They puffs appear, and they puff out into enemies at the same time.

Any more questions tiger, and just let me know. :)

A quest rule: No Enemy Poofs

Christian
04-28-2009, 03:09 AM
i guess the poofs are a part of the NES LOZ . You dont really see it happening in zeldas after the original. when you scroll onto a screen they dont poof , they actually are seen while the screen scrolls without the poofing.

Joe123
04-28-2009, 03:16 AM
A quest rule: No Enemy Poofs

Just give the weapon/misc sprite for spawning a blank graphic.

Archangel
04-28-2009, 09:19 AM
And waste a precious sprite slot... I think not!

jk, that would actually work. :)