Re: Zelda Classic 2.11 Beta 16
Adding bottomless pits and drownable water solves several problems.
* Since drowning water must be walkable, it will no longer stop Octorok projectiles and other such things from passing across it. It also eliminates the not-so-logical dipping-into-water delay.
* It also allows the quest maker to use pit combos that both the Ladder and the Feather can cross. Or pits that require jumping off the Ladder!
* And thirdly, it eliminates the use of pit warps, damage combos and extra screens that are currently used to simulate bottomless pits.
In fact, I've already got the basics laid down. In the coming builds the "Can Drown in Walkable Water" quest rule should be available. (Note: I don't control the release of builds, so don't expect it tomorrow.)
Re: Zelda Classic 2.11 Beta 16
Quote:
Originally Posted by
_L_
Adding bottomless pits and drownable water solves several problems.
* Since drowning water must be walkable, it will no longer stop Octorok projectiles and other such things from passing across it. It also eliminates the not-so-logical dipping-into-water delay.
* It also allows the quest maker to use pit combos that both the Ladder and the Feather can cross. Or pits that require jumping off the Ladder!
* And thirdly, it eliminates the use of pit warps, damage combos and extra screens that are currently used to simulate bottomless pits.
And Sideview Ladders solve the problems about going up in gravity rooms. So, instead of looking at them as more new features, perhaps you could either look at them as updates to old features or BUGFIXES? I mean, if you're going to look at finishing the "Not Implemented" items in the Subscreen Editor as bugfixes, then you HAVE to look at a few of _L_'s ideas as bugfixes, too. Drowning and falling have already been started, according to jman, and Sideview ladders have been REQUIRED since Gravity came into ZC, which TECHNICALLY could be considered an unimplimented feature! So at least let Falling, Drowning, and Sideview Ladders come into ZCV without arguement. You have to admit, with what's already been done, they HAVE to be put in, so why not just bury the hatchet right here and right now? It'll make everyone happy.
...And now I run away so I can stay out of this! :)
Re: Zelda Classic 2.11 Beta 16
Quote:
Originally Posted by
Petoe
Yeah Freedom...
_L_'s features have been ruining ZC for a long time
...
-_-
Re: Zelda Classic 2.11 Beta 16
don't forget that removing unfinished stuff is like the biggest kind of a fix for bugs....
Re: Zelda Classic 2.11 Beta 16
Quote:
Originally Posted by
franpa
don't forget that removing unfinished stuff is like the biggest kind of a fix for bugs....
Not if its already so deeply entrenched and woven with the rest of the source - then it can be quite annoying to unhook it from the rest of it. Believe me, I'm currently having the fun converting a DirectX program to OpenGL, which means I am trying to unhook all of my "pure" game engine from my sprite engine and graphics code... :(
I agree with -L- that it is very important to finish what one has started. The before announced additions will finally round out weakspots that currently exist - and make 2.5 a definitive release. :)
splatty
Re: Zelda Classic 2.11 Beta 16
Quote:
Originally Posted by
splattergnome
Not if its already so deeply entrenched and woven with the rest of the source - then it can be quite annoying to unhook it from the rest of it. Believe me, I'm currently having the fun converting a DirectX program to OpenGL, which means I am trying to unhook all of my "pure" game engine from my sprite engine and graphics code... :(
I agree with -L- that it is very important to finish what one has started. The before announced additions will finally round out weakspots that currently exist - and make 2.5 a definitive release. :)
splatty
Where that all may be true, the problem seems to be that _L_ hasn't been FINISHING things before moving on to some other new addition, and that seems to be the biggest underlying problem with testing then....
Knowing if it's a bug or if it was never finished to start with and as such THAT is the reason it won't work.
Re: Zelda Classic 2.11 Beta 16
also... you can remove access to the end user to the parts that are woven deeply into the code so as to not upset other parts of the code till a suitable replacement is made.
Re: Zelda Classic 2.11 Beta 16
i like the way it is set up so far but it is just a bata but it is still very asome. i cant wait for the full viershion comes out but the bata vershion i am useing of the 2.11 bata (16) is still the beast one out there.
Re: Zelda Classic 2.11 Beta 16
Quote:
Originally Posted by
doombadass
i like the way it is set up so far but it is just a bata but it is still very asome. i cant wait for the full viershion comes out but the bata vershion i am useing of the 2.11 bata (16) is still the beast one out there.
Glad to see your enthusiasm, but wow. I hope you proof-read your future posts a bit more before posting stuff like this. Get a spell checker, please.