Re: Gravity in sideview areas
Re: Gravity in sideview areas
when the item editor is finished, what I'd like is have that the A button be the jump button and have the sword as a B button item. That way you don't have to sacrefice any item and still could jump.
Re: Gravity in sideview areas
How do you assign the script to a screen? I canr figure out how to (i really must be retarded).
Re: Gravity in sideview areas
_L_, you *do* realize that since you are a ZC Dev now and have proven that jump code is possible, people are going to start bugging you for the Roc's Feather. :p
Also, bigjoe, your last screenshot, is that a custom subscreen or a bug?
Re: Gravity in sideview areas
Custom subscreen. I figured that since the B button was for jumping that it would be silly to use items simultaneously. Thus, that eliminates the need for a B Button item viewer. If there were only a way to Jump AND use items seperate from eachother....Up button MIGHT work but it makes Link face upward
Re: Gravity in sideview areas
Quote:
Originally Posted by
zeldafan500
Please tell me how you got it to work! It doesnt work for me, even with beta14. How did you get it to work?
I get the same thing too! The sample quest worked and I tried everything and checked everything and it won't work on my own quest. whoever made this sample quest must have MAGIC HANDS!
EDIT: OH NEVERMIND! :D I found out why. It's because you have to pick a combo in the FF Combo attributes and find the combo that is solid clear tile. Not the very first combo because it is reserved as "None".
Re: Gravity in sideview areas
The shit you programmer types come up with is simply amazing
Now, what about top-down areas? Are you possibly working on a script/scripts for that? I'd imagine getting that down would be a little tricky, especially for stuff like jumping over otherwise unwalkable obstacles/pits
Re: Gravity in sideview areas
topDownJumping.qst
TopDownJumper.z
jump.wav
land.wav
It could be improved upon (it could see if you actually have the flippers, for one thing), but it's a start.
If you want to play around with it, it shouldn't be much different from _L_'s. Just be sure to set the "Draw Over" flag, set up the combos properly, and give it the right arguments.
You'll notice each screen in the demo has one of the corners covered by layer 3. That's where Link actually is when you jump; the one you see is just the FFC. That's what the arguments are for: they're the X and Y coordinates of where to stash him.
(Edit: There. Slightly less buggy.)
(Edit 2: Slightly less buggy still. I laugh at your pathetic attempt to complete a download!)
(Edit 3: Added shadow and slower diagonal movement. Didn't change solidity checking to match, though. Is Boolean XOR not working? Wouldn't compile - accused me of trying to cast bools to floats.)
Re: Gravity in sideview areas
Is there any way a Dev could intigrate the sidescroll script with ZC, so that it's a standard room-type checkbox? Only this is a great feature, and it should go in the next version if all the bugs are worked out.
Re: Gravity in sideview areas