How about this for a screen flag/quest rule: string delays timed warps. That way, you don't have to worry about the player accidentally rushing through the string and not getting the last bit due to a warp.Quote:
Originally Posted by Mr. Z
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How about this for a screen flag/quest rule: string delays timed warps. That way, you don't have to worry about the player accidentally rushing through the string and not getting the last bit due to a warp.Quote:
Originally Posted by Mr. Z
I still think there should be slash -> next combo.
This one a little of a long shot but it would work for OoT remakes and Metroid quests big time. Screen flags that take away and give items to you without having to get them. For example:
You go to this cutsence were someone robs your ocarina. The Screen Flag will permently take away the Ocarina, until you get to the screen where it gives it to you back.
I don't know, I guess I am not good with suggestions.
I believe Sensitive Step -> Next combos are on the way. At least, I'm pretty sure Jman mentioned them. Oh, and those "light all tiles" puzzles are possible right now, actually. I'm pretty sure you can use a "Singular" flag on them to make them trigger separately.Quote:
Originally Posted by Mr. Z
The heck you aren't good with suggestions. :p I think a Slash -> Next combo would be good as well, because you could make bushes and grass (with corners, even) on the same screen as triggers that set off secret combos. Besides this obvious use, I'm sure some people would come up with puzzles using them. And I believe a way to take items away from the player is on the to-do list, but whether or not it is already, we really need this option eventually. :p I've always wanted to make a quest where you START with the sword, lose it near the beginning, then have to go find it again. Or, somewhere later on in the game where you lose your equipment and have to re-collect it in the area you're in.Quote:
Originally Posted by Shoelace
lets try to add link showing the actual pushing animation for blocks so it doesn' look like he is just walking against it...
A "No Link" screnflag.
With this there simply is no Link, like in savescreens. So you don't have to lock him in a corner during cutscenes. And it leaves the "Invisible Link" rule out of cutscenes too.
It would be nice if you can somehow edit the string under Data -> Message String.
The reason is because I have 1500 strings in my game and if I find a mistake I have to look for the string through all of the other ways, which is annoying. So it would be cool, you can just go to the screen where the string is placed and then edit it from there, without having to look through all of the strings.
Some sort of "Search" function might be nice to have too, in case its not used yet, but you can't find it.
Very minor but have "Level-Specific Key" changed to "Key (Level-Specific)" so its grouped with the other keys.
Seconded.Quote:
Originally Posted by idontknow
This is a suggestion I have always asked: A rule that makes it the player doesn't write over the Custom Big Map when you go on it. It sucks because I spend a lot of time making the big map for the players and then it gets writen over. *sigh