Try this. Not sure if it's an older version or not, but I changed the S to an s and the Q to a q. Downloaded just fine, if far too quickly. The zip opened up into a 1.7 or so MB quest and a .z file, so I think it's fine.
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Try this. Not sure if it's an older version or not, but I changed the S to an s and the Q to a q. Downloaded just fine, if far too quickly. The zip opened up into a 1.7 or so MB quest and a .z file, so I think it's fine.
Thanks, I appreciate it :)
Here's an idea: Make the "bow" the main weapon by setting the Magic Quiver in Init Data, then giving all enemies double HP?
Also, about that first area's MIDI... it just doesn't sound that great to me. I think the instruments don't work well together. I heartily recommend this rendition instead.
P.S: I'm reworking Link->Fall, such that it's called Link->Jump, and actually works when you try to use it. When that gets done, use this revised Jump script:
You might want to tweak the jumpforce_maximum numbers, but right now they functionally approximate the current jumping physics of LSGMB.Code:ffc script Jump{
int jumpforce_maximum; // The maximum force of the player's jump.
int i = 0; // This counter slows the rate at which
// jumpforce decays, to smooth the jump.
// briefly at the height of the jump.
int jump_pause = 0; // This counter prevents the player from
// holding down L for continuous hopping.
void run(){
int savedLinkY;
while(true){
// Check whether player has the highjump item. (Hover boots). If he
// does, increase jumpforce_maximum.
if( Link->Item[I_HOVERBOOTS] ){
jumpforce_maximum = 36;
}
else{
jumpforce_maximum = 28;
}
if( (Link->InputL) && (jump_pause == 0) &&
((!canMove(Link->X+8, Link->Y+17)) ||
(!canMove(Link->X, Link->Y+17)) ||
(!canMove(Link->X+16, Link->Y+17)))
){
Link->Jump = jumpforce_maximum;
jump_pause = 20;
}
Link->InputL = false; // This is necessary to stop L from
// flipping your selected item.
// Decrement jump_pause as long as you're on the ground.
if ((!canMove(Link->X+8, Link->Y+17)) ||
(!canMove(Link->X, Link->Y+17)) ||
(!canMove(Link->X+16, Link->Y+17))){
jump_pause--;
if (jump_pause < 1) { jump_pause = 0; }
}
Waitframe();
} // end of while loop
} // end of void run
// ===================================
// Collision detection function
// ===================================
bool canMove(int x, int y){
// x=23, y=130
// Obviously in range...
if(x<0 || x>255 || y<0 || y>175)
return false;
int mask=1111b;
// x % 16 = 7, so
// mask = 1111 & 0011 = 0011
if(x%16<8)
mask&=0011b;
else
mask&=1100b;
// y % 16 = 2, so
// mask = 0011 & 0101 = 0001
if(y%16<8)
mask&=0101b;
else
mask&=1010b;
// All but the top-right quarter of the combo is solid, so ComboS = 1011
// mask & ComboS = 0001 & 1011 = 0001
// The result wasn't 0, so return false
return ((Screen->ComboS[ComboAt(x, y)]&mask)==0);
}// end of canMove
}// end of ffc script
I'll take a look at that code once Fall is updated. Off the bat, I can tell ya I don't wanna use hoverboots for the high jump item, because the hover boot ability is actually really annoying in a full side-scroll game. Ya know?
Well, I noticed that, due to the standard jump being 1.5 tiles high, and you wanted to ascend a solid combo, you'd finish the jump eight pixels above the combo, and have to wait until the hovering timed out before you could land on it. That's why I also coded the ability to stop the hovering immediately by pressing down.
If anything, I'd say that in topdown they'd be more annoying.
P.S: About that Desert Zone music... it's annoying because it loops in 24 seconds, and that zone is pretty large. Couldn't it be substituted for a slightly longer track?
Unfortunetly, the original score for the Desert music is that long. I've not found a midi remix that is any longer.
All of the Zones are gonna be about the same size. I'm thinking of re-naming each of them after star signs, and calling the whole "thing" they make up the "Zodiac." Not sure if it's a battle platform, an asteriod, or whatever.
Also, I should probably thank you for being the first to make a fully sideview quest. In playing this I've discovered several sideview-related ZC bugs that would probably have remained obscured otherwise.