I considered it for various reasons, but we decided against it.
github is on the table...we talked about a couple other options too.
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The downside to github is that they're more likely to be vigilant about content they fear could give them legal trouble.
Hopefully you'll also consider a commitment to a tighter release schedule (say, a new release every 3-6 months, with point releases in between if major bugs are found). Otherwise, if there's another multi-year release cycle, you'll start to have quests built specifically for the "June 16th image," for example.
I was wondering if since ZC 3.0 is going to be open source if it'll be alright if you Developers wouldn't mind leaking the current code for guys. The main reason I want to take a look at it is making some zscript functions for npcs that cause them to move like an enemy of that type and misc. attributes. I already struggled trying to clone the movement that Peahats use and almost have it down perfectly.
The current code will be released. We're still waiting on the new site and code repository to be finished.
I'm sure that if I want this done it's all on me is what's going to be said about this.. But I already wrote enough crazy scripting stuff to turn ZC into a game-creator software itself. I mean, aside from adding in all the smaller stuff like enemy flags and whatnot, and with a few days of covering those grounds, I could turn what scripts I wrote into a game-creating game, so the player actually maps out their dungeons and overworlds and whatnot in the ZC game instead of doing it in ZQuest. It's only a few lines of code per option that allows graphical representations of each function and turns ZC into ZC+(ZQuest-Script Buffer). Anyway, it'd take me months to do it all myself... And the ONLY thing I'd need to modify in the binary itself to get the desired result without just scripting the whole thing in ZQuest with no binary modification is the method of changing the save game count back to 0 for a save game, because every time the player would make a new level and save their game it would up the counter as if they were actually playing the game instead of creating one. I was dinking around with this idea and made a little script where combo(x) appears in front of Link when he presses a combination of buttons (Hold L + A). Things like that, whilst the obvious choice would be to make a scrollable side menu that actually shows the combos with a little description of what they are and be able to click them and place them with the mouse. Sometimes the game would crash in the previous builds but it seems to work fine now, but I also used the mouse and some int storage to make live-drawing happen on the screen like Mario Paint but even better. I'm sure all you guys that aren't new to ZC already considered most of these things.. Anyway, I'd like to eventually release a quest building quest kit that does something like that. It'd be neat to see a player get to create the levels around themselves live in ZC instead of having to switch to ZQuest, save the file, reload ZC file, play a few minutes, switch back to ZQuest, repeat for days. This is something I thought of years ago but I took a lot of time off from ZC altogether and when I got back I mainly focused on sideview platforming, missiles, and skateboarding.
Although the live-in-game creation ZC version is pretty much useless to me or any other advanced ZQuest/Scripter type person it would be something fun for new users and the kids.
It's less to do with restricting every-bodies ability to work together and improve on stuff and more to do with stopping people from taking your stuff, claiming it as there own and stealing any credit you deserve. Do you honestly think this is better? A guy that made an amazing quest, but everyone believes someone else made? So when the guy that made the amazing quest in the first place tries to do something else... no one will believe there claims of being the author of the original amazing quest and then THEY will get ridiculed/labeled a copy-cat riding on the coat tails of a great quest maker!
You have to have a line in the sand somewhere to prevent that and you can't prevent it without giving up some freedom, in ZC's case there are ways for authors to work around the restrictions by, well, sharing the passwords of there quests/working together.
Hey, sorry for bugging with the password protection again, butt Zelda Classic is now fully developped and released in the 2.5 state, and the standard four quests are still password protected, even though Darkdragon said they will be unprotected. I'd luv to see all secrets editor-wise, so I could copy them over to my Deluxe 3rd and 4th quest planning. :)
help me..... I got a new laptop for Christmas, and I cant find an app that will let me play the game?!
Been several months since the release of ZC 2.50, how goes the development on this part of the announcement regarding the revamped website and public code repositories?